For so many of you, I have posted a collage of my high school doodles for my upcoming game project I plan to start next year. The pieces you see that have lines running through them are ones I did on notebook paper in the middle of class. And lastly everything was done with a #2 pencil. Enjoy.
Xavier:
This will be not only a revolutionary game, but one that sets the mark for any that come after it. If you like to know more, send a private message.
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"You cannot fight fire with fire, but you can make one hell of a glow." - Michael Xavier Hyde (December 1994)
Umm, wow very very nice... my artwork in high school was making food with clay, it looked good enough to eat lol
Haha, thank you, Jay. I was never one for working with clay, I always had a pencil in my hand or in my pocket. I started writing the script for Xavier about 6 years ago. Had positive feed back on it ever since.
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"You cannot fight fire with fire, but you can make one hell of a glow." - Michael Xavier Hyde (December 1994)
Hehe, it reminds me of an oled western with guns for some reason
Well that's what people perceive it to be, although it isn't, it shares some aspects from Western films and books. But Xavier is the story of a hitman, Michael Xavier Hyde. You play out his life as you would your own, making choices and being able to whatever you want along the way without having to worry about the consequences (well, to an extent).
Would you like to know more?
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"You cannot fight fire with fire, but you can make one hell of a glow." - Michael Xavier Hyde (December 1994)
So how long ago was high school? This is very good work. I'd like to see more sometime.
I was Class of '99 at Snohomish High School, and went to DigiPen Institute of Technology in Redmond. And I will gladly put more up when I have the time to scan them.
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"You cannot fight fire with fire, but you can make one hell of a glow." - Michael Xavier Hyde (December 1994)
You play out his life as you would your own, making choices and being able to whatever you want along the way without having to worry about the consequences (well, to an extent).
Would you like to know more?
Sounds like that would be a hard game to make, considering there's a lot of stuff you can do in real life.
Sounds like that would be a hard game to make, considering there's a lot of stuff you can do in real life.
Yes, but it isn't impossible.
Even though the game is completely in first-person (no cutscenes what-so-ever, since there aren't any in real life) and being able to do whatever you want will actually feel like you are controlling somebody. But, doing what ever you would like to do has consequences. If you were to run your car into another doing 100+, Michael probably won't survive and thus that is "game over" (or life over, if you will). Doing this will cause a Death Scene, everything will be slowed down and you will be able to see bones break under the impact of the collision, his blood being spattered across the windows, and his car being crumpled and totalled all in real time.
Think of the game as a giant tree. The trunk being the beginning/origin of all things, and the different branches being the many different Death Scenes, plot turns, and the different things you can do (i.e. raiding a nuclear facility to become telekinetic but ultimately dying from the radiation, traveling to a secret military base, being arrested and put in prison, etc.). And finally the tip-top being the 5 main endings.
Here's a little note-snippet from my script:
"...Xavier's house is fully interactive just like everything else in the game. Picking something up invokes an action in him, whether it is a comment or an emotion. You can do anything you would like to do with an object; you can pick it up, throw it, punt it, shoot it, or even hit it like a baseball with your sword as the bat, just as long as it seems to be in the realm of possibility. Doing something bad or out of the, however, will invoke an action or emotion in someone else. For example, if you were to start throwing picture frames or plates around in Xavier's house, Allison [his wife] will come down and ask what is going on; choose not to stop, and she will call the police. This game is about choices and what you think is right..."
Would you like to know more?
Story line?
More characters?
Rollback Post to RevisionRollBack
"You cannot fight fire with fire, but you can make one hell of a glow." - Michael Xavier Hyde (December 1994)
Think of the game as a giant tree. The trunk being the beginning/origin of all things, and the different branches being the many different Death Scenes, plot turns, and the different things you can do (i.e. raiding a nuclear facility to become telekinetic but ultimately dying from the radiation, traveling to a secret military base, being arrested and put in prison, etc.). And finally the tip-top being the 5 main endings.
Think of how much content you will have to put in the game. I mean, think of how many different lives people live(there's about 6 billion or something right?). Each of them are unique.
haha, if i played your game, i would wanna be a gamer. the irony would be delicious. i'll be playing a game inside the game.
Its a fun idea and I've thought about it myself, but there have to be less broad limitations. There is way too many possible things you can do in life. I'm sure you've already thought about this though.
Quote from »
Would you like to know more?
Story line?
More characters?
Lol, you trying to sell something? jk, but i would like to know more. and how could u tell us about a storyline if we create our own story?
Think of how much content you will have to put in the game. I mean, think of how many different lives people live(there's about 6 billion or something right?). Each of them are unique.
haha, if i played your game, i would wanna be a gamer. the irony would be delicious. i'll be playing a game inside the game.
Its a fun idea and I've thought about it myself, but there have to be less broad limitations. There is way too many possible things you can do in life. I'm sure you've already thought about this though.
Lol, you trying to sell something? jk, but i would like to know more. and how could u tell us about a storyline if we create our own story?
There is a main story, Fudlow. This is the destined path that you should take. But I will post more on the story when I have time. And of course I am trying to sell you something. I want you to know about this game.
And yes, I know there are many different lives one could live in a game like this. That is why I feel I will have a broad audience playing Xavier. People who like sim games will love to play. People who like gore and first person shooters will also play. Drivers? You betcha. Fantasy? Uh-huh. Fighter lovers will dig the deep acrobatic and combat combo system.
Setting:
I chose Washington as the setting for the game. I have driven all around Washington and I realize now that it has a very diverse environment. You have the coast, the desert, the highlands, the lowlands, mountain ranges, lakes, forests, grasslands, and so much more. For this, I have recruited a huge team (roughly 175 talented beings) to be behind this project and, as of now, I am asking around for a producer who will put a lot of money into the name I have created.
Rollback Post to RevisionRollBack
"You cannot fight fire with fire, but you can make one hell of a glow." - Michael Xavier Hyde (December 1994)
You play out his life as you would your own, making choices and being able to whatever you want along the way without having to worry about the consequences (well, to an extent).
Hmm... I guess I misinterpretted this. I thought it was more of a game where there was no story, and you just ran around and did whatever you wanted. But now I guess its going to be a lot like Morrowind or Oblivion where there's a main story and you can just do a lot more stuff within the game itself. However, I'm a little confused...
But I'm sure you'll clear all that up:D
Quote from " »
For this, I have recruited a [B]huge [/B']team (roughly 175 talented beings) to be behind this project
Wow. You are really serious about this game. That's awesome.
Your going places man! If this game his what you said it's going to be then your going to be rich and very famous. And for the art work, it's awsome! I hope I will be seeing more of you and your work in the future. Good luck!
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I like the life I lived, because I went from negative to positive.
You know very well who you are, don't let them hold you down, reach for the stars.
very well thought out, and good at what you want to go into. i myself want to go into video and graphic design, like what blizzard did for SC2. i love those cinematics, and thats what i wanna do one day.
atm im working on bettering my drawing, its grotesque. since i love anime, i decided to just draw anime so that i can get a hang of drawing what i think, just a way to effectively get my ideas on paper. later on i can learn different techniques and styles, and move onto that. however working for blizzard is a goal i have and i am working on it =D
From what I've heard, I'd have the game on my PC the day it came out. It sounds very interesting. It would probably make a bad-ass console game as well.
Wow. You are really serious about this game. That's awesome.
Well, when you have been working on a concept for 10 some odd years, you tend to get very serious about it. I believe it's time to start before time runs out.
Quote from name="diablo fenatic" »
Your going places man! If this game is what you said it's going to be, then your going to be rich and very famous. And for the art work, it's awsome! I hope I will be seeing more of you and your work in the future. Good luck!
Why thank you, Fenatic. I'm not doing this for the fame and fortune however, I would love to make a difference in a gamer's life and see how many people actually play my creation. I would love to hear some of my co-workers talking about what they did in the game the night before around the water cooler. That, my friend, is something you cannot put a price on.
Quote from "AcidReign" »
From what I've heard, I'd have the game on my PC the day it came out. It sounds very interesting. It would probably make a bad-ass console game as well.
A-HA! Alex, you now know what I am planning to put the game on. The reason I will put it on consoles/a console is because the control's are so universal. I believe the best controller to date is the Xbox 360 controller. You can race, play FPS's, fighters, fliers, puzzlers, RPG's, and so much more, all on one little controller. It is simply easy to use.
Realism:
Have you ever played any of the Soldier of Fortune's? Now imagine the gore being completely realistic. Yes, it might turn some people off (reason for a button to disable it), but that adds much more realism that other games fail to accomplish. Being able to see the brain matter and bits and pieces of bone scattered all over the walls and floor would be something to talk about. Or the blood foaming from a fallen enemies mouth while their entrails spew from their gut. I aim to blend the line between gaming and reality just enough in which no game has done before. And I will be able to do just that with the upcoming technology. It's been quite a ride working with what is out now.
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"You cannot fight fire with fire, but you can make one hell of a glow." - Michael Xavier Hyde (December 1994)
Like many First Person Shooters that are out today, Xavier has no Heads Up Display. Do you have a HUD when you do your everyday tasks? Of course not. Again, I aim for realism; like you really are Michael Xavier Hyde. When you run, what do you do when you get really fatigued? You start to breathe heavy, irregular breaths, and in some cases, you might see "stars" because your brain is deprived of oxygen. What happens when you get seriously injured or hit in the head? Most the time your vision becomes blurry, you see red, your perception of reality and the things around you tend to get distorted, and like many of other times, you see those "stars" fly around. This is just an example of what I call the Sensory Display. But what about the games menu sytem? Do you have a menu in real life? Kind of. It's called your mind, and Michael has one, too. Press start, and instead of a menu popping up on your screen, time comes to an abrupt halt and you pull back from his eyes to enter his mind. Press the back button, and he will tilt his head and think of his imaginary Objectives List. Michael even has a conscience; his conscience will tell you what it thinks you should do, make little comments here and there, and later in the story, will conflict with itself. One little thing might tip you off, though, there is no crosshair. If you really want to aim, why don't you bring up your weapon and have a gander on down the ol' iron sights, or, for the fast paced action (will get more into the combat at a later time), turn on your laser sight. And what about looking around? Most games, to me, seem very static in that matter, it's like you are looking through a very steady camera. Hold the analog stick all the way to the left to look behind you while standing still will make Michaels neck turn, not his whole body. Spin a little more and his body will turn, too. This aspect of the game is a little hard to explain, so you will have to see what I am talking about in the future builds. But whatever happened to a characters body in a shooter? In most, it's totally absent. In Xavier, you look down and voila, Xavier has a body! Being able to see what weapons you have picked up, how many wounds Michael has upon his body, and what clothes you chose to wear really adds to the Sensory Display, and I hope you will see the final product and what features you enjoy the most when the game hits the shelves sometime in the next few years.
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"You cannot fight fire with fire, but you can make one hell of a glow." - Michael Xavier Hyde (December 1994)
Most First Person Shooters incorporate these two in some way. Whether it be a lot of shooting and only a smidgen of melee combat (Halo series and others), or one that involves both, equally (Condemned series). I, again, intend to blur the lines, kind of blend the two into one. Fighting in Xavier, is a rather heated situation, one that will make your palms sweat. There is cover to be taken, enemies to be spotted, ammo to be checked all before you go into a fight. But once you enter that room or area, all bets are on you on how well you can aim, how fast you can shoot, and how many acrobatic combos you can pull off before taking a fatal hit. Speaking of acrobatic combos, double tapping the Y button on the Xbox controller will put you in a Jump Stall. It's not just any regular jump, it's one where time stalls and you have the slight moment to pull or push anywhere on the left analog stick to put you into a cart wheel, back flip, front flip, spin, and pretty much anything you can do standing still. But when you are moving or sprinting you can do different moves like a barrel role, a running gainer, wall walk, dive over an obstacle or person, etc. Now this whole acrobatic combination scenario isn't just for looks or being able to dodge enemy fire, you will do it so you have the upper hand on an enemy. Imagine the whole new gameplay aspect of shooting someone in slow motion upside down while doing a back flip or trying to fire at an enemy while doing a barrel role. Xavier is also a game about skill, and those who take the time to learn the deep combo system will be rewarded with a few surprises (i.e. running up to an enemy, doing a gainer, and instead of shooting them, you snap their neck in mid-air or grab their head, plant Michael's feet, swing them over head and slamming the help-less enemy's body into the ground). But I haven't left out the melee aspect of the game, which is one of the most brutal features of the game and one many people will use. The B button activates the melee combat. Pressing that while holding a pistol or rifle will make Michael pistol whip or use the butt of his rifle against an opponent. Holding the B button, however, will unsheath his trusty sword, which I will show in later pictures, or Michael's very own mittens. (I will post a diagram of the button layout sometime soon)
Scenario:
Now imagine you see one lonely fellow in a room who is just asking to be killed. You run up to him, and just as he looks towards you, you double tap the Y button putting you into a Jump Stall. As the poor lad looks at you with fright, you pull back on the Left Analog stick and Michael goes into a gainer. Still staring, you hold down the B button and bring out Michael's sword. You land on his shoulders, as your weight knocks him down, you drive your sword into his neck. Blood spurts from the wound onto Michael as the sword draws back. As he lies there bleeding, you press the Left or Right Trigger to unholster your pistol and you perform a coup de grace.
If you thought that took a long time to perform in the game, you are mistaken. That would take place at a duration of roughly five seconds. But what would you do in a situation like that? You have a whole room to play with and the enemy could be anywhere you choose. Come up with something as brutal as possible using the features listed above. If it's good enough, I just might use it in the game. With your permission of course.
Rollback Post to RevisionRollBack
"You cannot fight fire with fire, but you can make one hell of a glow." - Michael Xavier Hyde (December 1994)
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This will be not only a revolutionary game, but one that sets the mark for any that come after it. If you like to know more, send a private message.
Haha, thank you, Jay. I was never one for working with clay, I always had a pencil in my hand or in my pocket. I started writing the script for Xavier about 6 years ago. Had positive feed back on it ever since.
Siaynoq's Playthroughs
Well that's what people perceive it to be, although it isn't, it shares some aspects from Western films and books. But Xavier is the story of a hitman, Michael Xavier Hyde. You play out his life as you would your own, making choices and being able to whatever you want along the way without having to worry about the consequences (well, to an extent).
Would you like to know more?
I was Class of '99 at Snohomish High School, and went to DigiPen Institute of Technology in Redmond. And I will gladly put more up when I have the time to scan them.
Sounds like that would be a hard game to make, considering there's a lot of stuff you can do in real life.
I can't wait to see more
Yes, but it isn't impossible.
Even though the game is completely in first-person (no cutscenes what-so-ever, since there aren't any in real life) and being able to do whatever you want will actually feel like you are controlling somebody. But, doing what ever you would like to do has consequences. If you were to run your car into another doing 100+, Michael probably won't survive and thus that is "game over" (or life over, if you will). Doing this will cause a Death Scene, everything will be slowed down and you will be able to see bones break under the impact of the collision, his blood being spattered across the windows, and his car being crumpled and totalled all in real time.
Think of the game as a giant tree. The trunk being the beginning/origin of all things, and the different branches being the many different Death Scenes, plot turns, and the different things you can do (i.e. raiding a nuclear facility to become telekinetic but ultimately dying from the radiation, traveling to a secret military base, being arrested and put in prison, etc.). And finally the tip-top being the 5 main endings.
Here's a little note-snippet from my script:
"...Xavier's house is fully interactive just like everything else in the game. Picking something up invokes an action in him, whether it is a comment or an emotion. You can do anything you would like to do with an object; you can pick it up, throw it, punt it, shoot it, or even hit it like a baseball with your sword as the bat, just as long as it seems to be in the realm of possibility. Doing something bad or out of the, however, will invoke an action or emotion in someone else. For example, if you were to start throwing picture frames or plates around in Xavier's house, Allison [his wife] will come down and ask what is going on; choose not to stop, and she will call the police. This game is about choices and what you think is right..."
Would you like to know more?
Story line?
More characters?
haha, if i played your game, i would wanna be a gamer. the irony would be delicious. i'll be playing a game inside the game.
Its a fun idea and I've thought about it myself, but there have to be less broad limitations. There is way too many possible things you can do in life. I'm sure you've already thought about this though.
Lol, you trying to sell something? jk, but i would like to know more. and how could u tell us about a storyline if we create our own story?
There is a main story, Fudlow. This is the destined path that you should take. But I will post more on the story when I have time. And of course I am trying to sell you something. I want you to know about this game.
And yes, I know there are many different lives one could live in a game like this. That is why I feel I will have a broad audience playing Xavier. People who like sim games will love to play. People who like gore and first person shooters will also play. Drivers? You betcha. Fantasy? Uh-huh. Fighter lovers will dig the deep acrobatic and combat combo system.
I chose Washington as the setting for the game. I have driven all around Washington and I realize now that it has a very diverse environment. You have the coast, the desert, the highlands, the lowlands, mountain ranges, lakes, forests, grasslands, and so much more. For this, I have recruited a huge team (roughly 175 talented beings) to be behind this project and, as of now, I am asking around for a producer who will put a lot of money into the name I have created.
Hmm... I guess I misinterpretted this. I thought it was more of a game where there was no story, and you just ran around and did whatever you wanted. But now I guess its going to be a lot like Morrowind or Oblivion where there's a main story and you can just do a lot more stuff within the game itself. However, I'm a little confused...
But I'm sure you'll clear all that up:D
Wow. You are really serious about this game. That's awesome.
To find the truth, you must risk everything.
atm im working on bettering my drawing, its grotesque. since i love anime, i decided to just draw anime so that i can get a hang of drawing what i think, just a way to effectively get my ideas on paper. later on i can learn different techniques and styles, and move onto that. however working for blizzard is a goal i have and i am working on it =D
Well, when you have been working on a concept for 10 some odd years, you tend to get very serious about it. I believe it's time to start before time runs out.
Why thank you, Fenatic. I'm not doing this for the fame and fortune however, I would love to make a difference in a gamer's life and see how many people actually play my creation. I would love to hear some of my co-workers talking about what they did in the game the night before around the water cooler. That, my friend, is something you cannot put a price on.
A-HA! Alex, you now know what I am planning to put the game on. The reason I will put it on consoles/a console is because the control's are so universal. I believe the best controller to date is the Xbox 360 controller. You can race, play FPS's, fighters, fliers, puzzlers, RPG's, and so much more, all on one little controller. It is simply easy to use.
Have you ever played any of the Soldier of Fortune's? Now imagine the gore being completely realistic. Yes, it might turn some people off (reason for a button to disable it), but that adds much more realism that other games fail to accomplish. Being able to see the brain matter and bits and pieces of bone scattered all over the walls and floor would be something to talk about. Or the blood foaming from a fallen enemies mouth while their entrails spew from their gut. I aim to blend the line between gaming and reality just enough in which no game has done before. And I will be able to do just that with the upcoming technology. It's been quite a ride working with what is out now.
Now imagine you see one lonely fellow in a room who is just asking to be killed. You run up to him, and just as he looks towards you, you double tap the Y button putting you into a Jump Stall. As the poor lad looks at you with fright, you pull back on the Left Analog stick and Michael goes into a gainer. Still staring, you hold down the B button and bring out Michael's sword. You land on his shoulders, as your weight knocks him down, you drive your sword into his neck. Blood spurts from the wound onto Michael as the sword draws back. As he lies there bleeding, you press the Left or Right Trigger to unholster your pistol and you perform a coup de grace.
If you thought that took a long time to perform in the game, you are mistaken. That would take place at a duration of roughly five seconds.
But what would you do in a situation like that? You have a whole room to play with and the enemy could be anywhere you choose. Come up with something as brutal as possible using the features listed above. If it's good enough, I just might use it in the game. With your permission of course.