Dungeon Hero Preview

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Fantasy often has a few holes in. Take Mordor's representation at the close of the cinematic Rings jaunt - a dusty, arid surface with a bunch of orcs just standing around shouting at each other. Where was the infrastructure? Where did the greenskins do their shopping? Where were the basic sanitation facilities?

Great as Peter Jackson's vision was, it's doubtful he'd ever get a job as a town planner. The same is true of your average dungeon: who, honestly, leaves a big chest full of treasure just lying around next to a badly concealed pit trap? A bloody idiot, that's who.

"Why has someone left that gold?" continues a concerned Simon Bradbury of Firefly studios. "Why hasn't that spider eaten those goblins? Why are they just standing there waiting for me to kill them? I mean, ours is a dungeon with toilets in..."

Firefly, you see, have a thoroughly British fascination with toilets. I mean, the last time I spoke to Bradbury, we were discussing the intricacies of the people of ancient Rome having toilets in their kitchens for CivCity Rome; the time before that, the importance of the gong-collector in Stronghold. Firefly are big on creating places that work - and places without toilets generally don't.

Dungeon Hero is set to be released several aeons from hence (spring 2009 at the last count), but I stamped my little foot until it got a few pages in this issue of ZONE this month because it's dead-set on remedying exactly what I dislike about seemingly every dungeon crawl ever created - from Dungeon Siege to Diablo.

Not only is there a bizarre Deathtrap Dungeon fantasy set-up that's wholly inconsistent with real life, but also any story feels unnecessary and tacked on. Here, then, an entire living, breathing city with goblins bustling around and going about their daily business is being constructed (somewhat of a Firefly speciality really) - serving as both a foot in reality and as a narrative device.

GAGGLE OF GOBLINS
You play as an interloper from the surface, and you're a bit of a git - hacking here and dismembering there. Goblins treat you as an untrustworthy alien, largely ignoring you striding through the streets of their four city districts and bumping your head on the ceilings, concentrating on their own personal clan war. One of the goblins has dug a little too deep though, and tapped a direct connection into death itself. They'll probably start wanting more help when they find that out...

"Goblins have a religion based on trees, and each city suburb is based on these," explains level designer Andrew Parsons.

"In Birch, a religious area, you'll see shamans gathering together, other guys preaching to groups of goblins. In direct contrast, meanwhile, you've got The Greys, our slum area, where there's a crack in the cavern roof above it, which means that it's constantly raining. It's the place where the dead, the dying, the diseased, the criminal and the poor can be found. What we're going for there is a Blade Runner-type feel."

This city, then, will be the hub of your adventures, changing with the ebbs and flows of the story - should a plague break out, for example, you'll start to see white hand prints on doors, green ooze dripping off walls and goblin doctors scurrying from place to place.

All around you, Firefly want the city to buzz with activity - the industrial Oak area, for example, being the gateway to the front line trenches of the war against the Redeye clan, and as such heaving with weapon smiths, field-hospitals and the walking wounded.

COMBAT AND SLASH
But what of the hack and the slash? That's getting a revamp from the dungeon masters too - with a studied attempt to remove the button-mashing ethos so entrenched within the genre. There'll be melee and ranged attacks, obviously, but with up to 50 critters swarming around you, the emphasis is on close combat.

A right-click will have you block jabs from the more unfriendly people you meet, with the enemy at such proximity you'll have to make yourself space to swing your sword through shield-bashes and head butts before timing your slashes and flurries to the amount of space you grant yourself. It won't all be depressingly console-like combo moves either, with you swapping around different modes of violence role-play fashion - and very much developing a fighting style of your own.

Dungeon Hero is still miles off but (in a similar fashion to the lofty ambitions of Hellgate: London), it's certainly striking in its sheer desire to recreate a tried-and-tested formula in a novel and engaging way.

As someone who's shown lethargic and terminally dull Diablo-clones on what approaches a bi-weekly basis, it's a breath of refreshingly dank and musty dungeon air in a genre that's been bereft of originality for an extremely long time.

Source - http://www.computerandvideogames.com/article.php?id=170760&skip=yes

Sounds like it could be a good game, thought I'd share it with you guys.
 
Original trailor. Lets hope it lives up to expectations.

Should hopefully get some new information after the 6th March Gamecock eieio2008

News story about motion capture completion
Animazoo Animates Firefly Studios' Dungeon Hero
Company: Animazoo




The launch of Dungeon Hero, the eagerly anticipated game from Firefly Studios, came a step closer this week following the completion of animation by Animazoo. Award winning motion capture company, Animazoo, using its latest system, the IGS-190, recorded an initial batch of 150 moves for Dungeon Hero at its Brighton-based studio facility.

Dungeon Hero, which will be available in PC and Xbox 360 formats, is an action title that reinvents the ‘Dungeon crawler’ genre. It uses motion capture to bring intense battle scenes alive with realistic natural movement and immersive scenery.

The multi-character mocap capability of the IGS-190 was used by Firefly Studios to generate maximum character interaction without the danger of occlusion or marker swapping. The animations recorded will enable the user to draw upon a range of sophisticated moves – such as attacking, striking or shielding which can be chosen according the scenario.

Darren White, Art Director, Firefly Studio explains: ”Working with Animazoo’s mocap system has enabled us to really bring the dungeon world alive in a realistic way. We’d heard about the IGS-190 and its advantages over optical systems and our experience backed this up. Hiring the system and studio gave us everything we needed in a cost-effective option that we could turn around quickly.”

“We were working to a tight deadline and needed to leave the shoot with clean data,” White continued. “We were able view the moves in real time on our game character which helped immensely with the process. It was so simple to use we didn’t need to think about the technology, we could just concentrate on directing the actors. We even had time at the end for some MotionBuilder training with the Animazoo team. We’re putting the data into our demo now and it looks great.”

The first viewing of Dungeon Hero will be in a demo shown at SXSW Interactive held in Texas in March. This will be the first playable code for Dungeon Hero ever seen. Viewers will be wowed by goblin doctors operating on the wounded, generals directing troops and monsters sitting in a complexity of trenches in the dungeon environment.

Ali Kord, Founder and Chief Technology Officer, Animazoo said: “The Dungeon Hero game demonstrates the versatility of Animazoo’s motion capture system and its ability to add natural movement and impact to computer game imagery. You can direct your subject’s performance and view the results at the same time. What’s more, the data is smooth and accurate requiring little, if any, cleaning.”

The IGS-190 features nineteen tiny inertial sensors or gyros attached to a flexible lycra suit allowing superior precision and stability of motion data. The system performs with no lag in real time, producing incredibly accurate data - even when raw. There’s no solving which saves the user time and the data retains nuance even with fast moves. It’s simple to use, even a beginner can be up and mocaping in 30 mins.

About Animazoo
Animazoo has been at the forefront of innovation in the world of motion capture since the early 90's. Based in Brighton, the company is the manufacturer of the award winning Gypsy mocap range and the original groundbreaking gyroscopic IGS-190. It is the market leader in its field.
Portable, accurate and easy to operate, Animazoo products are used for live to air television broadcasts, live performance animation, even in assisting motorcycle designers and future astronauts.
Animazoo’s motion capture technology is used around the globe by a host of household names including; game developers such as Rockstar North – producers of Grand Theft Auto, and broadcasters including the BBC and RAI TV in Italy. Systems are also used at some of the world's most prestigious universities including Warwick, Glasgow Caledonian, Tokyo and MIT.
For further information about Animazoo visit: www.animazoo.com or call +44 (0) 1273 417440.

About Firefly Studios
Firefly Studios is a computer and video games development company, formed in 1999. The company has produced a number of high profile and commercially successful strategy games including the Stronghold series. It is currently working on a number of PC and next Gen console titles. Firefly Studios has offices in the United Kingdom and United States. For more information, please visit our website at www.fireflyworlds.com
For further information about Firefly Studios visit: www.fireflyworlds.com.
 
Looks really good.

Slightly worried that you'll just be raiding dungeons all the time and there'll be no surface action. But we'll see.
 
from what ive seen it gives me the feeling of dungeon keeper. obviously not game play - just the way its presented itself with its quirkiness . hmm maybe I should have a game of DK2 :)
 
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