Rayman: Revenge of the Dark: Difference between revisions
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Concepts for the game date back as far as 2005, as a 2D platformer titled ''Rayman & Moskito'', where {{rw|Rayman}} and {{rw|Bzzit}} would team up in a co-op adventure to save the latter's family from [[raywiki:Bad Rayman|Dark Rayman]]; though this version only existed in concept across various sketchbooks. | Concepts for the game date back as far as 2005, as a 2D platformer titled ''Rayman & Moskito'', where {{rw|Rayman}} and {{rw|Bzzit}} would team up in a co-op adventure to save the latter's family from [[raywiki:Bad Rayman|Dark Rayman]]; though this version only existed in concept across various sketchbooks. | ||
In 2009, the idea for the game was reworked, dawning its current name. Unsatisfied with the fact most 3D indie titles at the time had very primitive graphics, Adsolution wanted to create a 3D game that would rival AAA titles in production quality, and therefore began its development as a mod of [https://en.wikipedia.org/wiki/Crytek Crytek]'s first-person shooter video game [https://en.wikipedia.org/wiki/Crysis_(video_game) Crysis], running on [https://en.wikipedia.org/wiki/CryEngine#CryEngine_2 CryEngine 2]. Rayman's first model (and all modelling for the game henceforth) was created in [https://en.wikipedia.org/wiki/Autodesk_3ds_Max 3ds Max], mostly composed of distorted [https://help.autodesk.com/view/3DSMAX/2023/ENU/?guid=GUID-66152BDE-BA64-423F-8472-C1F0EB409E16 primitives]. Initially skinned to Crysis' base human rig, the model shared said rig's animations and sound effects, resulting in an awkward and humourous appearance. In early 2010 the original model was scrapped in favour of a [https://en.wikipedia.org/wiki/Non-uniform_rational_B-spline NURBS-smoothed] version of Rayman's model from {{rw| | In 2009, the idea for the game was reworked, dawning its current name. Unsatisfied with the fact most 3D indie titles at the time had very primitive graphics, Adsolution wanted to create a 3D game that would rival AAA titles in production quality, and therefore began its development as a mod of [https://en.wikipedia.org/wiki/Crytek Crytek]'s first-person shooter video game [https://en.wikipedia.org/wiki/Crysis_(video_game) Crysis], running on [https://en.wikipedia.org/wiki/CryEngine#CryEngine_2 CryEngine 2]. Rayman's first model (and all modelling for the game henceforth) was created in [https://en.wikipedia.org/wiki/Autodesk_3ds_Max 3ds Max], mostly composed of distorted [https://help.autodesk.com/view/3DSMAX/2023/ENU/?guid=GUID-66152BDE-BA64-423F-8472-C1F0EB409E16 primitives]. Initially skinned to Crysis' base human rig, the model shared said rig's animations and sound effects, resulting in an awkward and humourous appearance. In early 2010 the original model was scrapped in favour of a [https://en.wikipedia.org/wiki/Non-uniform_rational_B-spline NURBS-smoothed] version of Rayman's model from {{rw|Rayman_Arena}} that incorporated custom animations and movement for the first time. | ||
Beginning in February 2010, an original soundtrack also started production, with a video containing multiple compositions uploaded approximately once per month. Parts [https://www.youtube.com/watch?v=DhZfBAUnWw4 1] through [https://youtu.be/hnPvWjtsZtQ 11] had every instrument track for each piece recorded live on a [https://en.wikipedia.org/wiki/Yamaha_MO Yamaha MO8] synthesizer with no further editing, which is responsible for some of the audible timing and quantization issues. As of [https://www.youtube.com/watch?v=TKOhdTBwQvw part 12], composition work shifted to [https://en.wikipedia.org/wiki/Logic_Pro Logic Pro] and [https://en.wikipedia.org/wiki/Pro_Tools Pro Tools], with the former being used exclusively after a few months with the Yamaha MO8 being frequently used as a MIDI controller. As of [https://www.youtube.com/watch?v=ri-o65Ar6X0 Part 29], the soundtrack began incorporating higher-quality libraries from [https://www.native-instruments.com/en/products/komplete/bundles/komplete-14-ultimate/ Native Instruments' Komplete Ultimate] and [https://projectsam.com/libraries/true-strike ProjectSAM's True Strike]. | Beginning in February 2010, an original soundtrack also started production, with a video containing multiple compositions uploaded approximately once per month. Parts [https://www.youtube.com/watch?v=DhZfBAUnWw4 1] through [https://youtu.be/hnPvWjtsZtQ 11] had every instrument track for each piece recorded live on a [https://en.wikipedia.org/wiki/Yamaha_MO Yamaha MO8] synthesizer with no further editing, which is responsible for some of the audible timing and quantization issues. As of [https://www.youtube.com/watch?v=TKOhdTBwQvw part 12], composition work shifted to [https://en.wikipedia.org/wiki/Logic_Pro Logic Pro] and [https://en.wikipedia.org/wiki/Pro_Tools Pro Tools], with the former being used exclusively after a few months with the Yamaha MO8 being frequently used as a MIDI controller. As of [https://www.youtube.com/watch?v=ri-o65Ar6X0 Part 29], the soundtrack began incorporating higher-quality libraries from [https://www.native-instruments.com/en/products/komplete/bundles/komplete-14-ultimate/ Native Instruments' Komplete Ultimate] and [https://projectsam.com/libraries/true-strike ProjectSAM's True Strike]. | ||
In 2011, the project migrated to the newly-released standalone version of CryEngine 3, along with a new, much higher-quality player model, incorporating a proper skeleton rig, and [https://en.wikipedia.org/wiki/Morph_target_animation morph targets] for detailed facial animation. Many new environments and models were created, culminating to a [https://www.youtube.com/watch?v=gB44XAzpmxU large update in 2012] that gained some media attention from smaller gaming news outlets <ref>https://www.neoseeker.com/news/17796-fan-made-game-sees-rayman-in-cryengine-3/</ref><ref>https://michaelguarne.wordpress.com/2015/09/01/revenge-of-the-dark-le-rayman-amateur-en-3d/</ref><ref>https://www.dsogaming.com/news/pc-gamers-meet-rayman-1-5-revenge-of-the-dark-a-promising-indie-cryengine-3-title/</ref>. | In 2011, the project migrated to the newly-released standalone version of CryEngine 3, along with a new, much higher-quality player model, incorporating a proper skeleton rig, and [https://en.wikipedia.org/wiki/Morph_target_animation morph targets] for detailed facial animation. Many new environments and models were created, culminating to a [https://www.youtube.com/watch?v=gB44XAzpmxU large update in 2012] that gained some media attention from smaller gaming news outlets <ref>https://www.neoseeker.com/news/17796-fan-made-game-sees-rayman-in-cryengine-3/</ref><ref>https://michaelguarne.wordpress.com/2015/09/01/revenge-of-the-dark-le-rayman-amateur-en-3d/</ref><ref>https://www.dsogaming.com/news/pc-gamers-meet-rayman-1-5-revenge-of-the-dark-a-promising-indie-cryengine-3-title/</ref>. | ||
Revision as of 02:06, 7 November 2023
Rayman: Revenge of the Dark is a fangame currently in development by a small team led by Adsolution. It is intended to be a prequel to Rayman 2 and a sequel to the original game, bridging the events between the two while telling an original story.
While no public playable versions have been released (outside of an environmental stress test in 2012), it is the oldest 3D Rayman fangame, having begun development in 2009, and has gone through many iterations. The current version began development in 2020 and is projected to be the final.
Development
Concepts for the game date back as far as 2005, as a 2D platformer titled Rayman & Moskito, where Rayman and Bzzit would team up in a co-op adventure to save the latter's family from Dark Rayman; though this version only existed in concept across various sketchbooks.
In 2009, the idea for the game was reworked, dawning its current name. Unsatisfied with the fact most 3D indie titles at the time had very primitive graphics, Adsolution wanted to create a 3D game that would rival AAA titles in production quality, and therefore began its development as a mod of Crytek's first-person shooter video game Crysis, running on CryEngine 2. Rayman's first model (and all modelling for the game henceforth) was created in 3ds Max, mostly composed of distorted primitives. Initially skinned to Crysis' base human rig, the model shared said rig's animations and sound effects, resulting in an awkward and humourous appearance. In early 2010 the original model was scrapped in favour of a NURBS-smoothed version of Rayman's model from Rayman_Arena that incorporated custom animations and movement for the first time.
Beginning in February 2010, an original soundtrack also started production, with a video containing multiple compositions uploaded approximately once per month. Parts 1 through 11 had every instrument track for each piece recorded live on a Yamaha MO8 synthesizer with no further editing, which is responsible for some of the audible timing and quantization issues. As of part 12, composition work shifted to Logic Pro and Pro Tools, with the former being used exclusively after a few months with the Yamaha MO8 being frequently used as a MIDI controller. As of Part 29, the soundtrack began incorporating higher-quality libraries from Native Instruments' Komplete Ultimate and ProjectSAM's True Strike.
In 2011, the project migrated to the newly-released standalone version of CryEngine 3, along with a new, much higher-quality player model, incorporating a proper skeleton rig, and morph targets for detailed facial animation. Many new environments and models were created, culminating to a large update in 2012 that gained some media attention from smaller gaming news outlets [1][2][3].