Deadlines came and deadlines went, but we still soldier on. Since the blog wasn't updated last week you can assume correctly that we overshot the first milestone by one week. All is well now. Basically nothing worked correctly last week. Enemies hadn't been begun, rotation got messed up, frame animations were off, zoom got skewed and images didn't get added. Now I'm not going to pretend all of this is currently working as expected but it 'works'.
The game is almost game-like now. Many of the basics are structured as they will appear in the final copy. Luckily many early changes in the gameplay dynamics have now been added successfully and are working in a presentable manner. There are still a few issues with the camera system but nothing a few taps of a large hammer wouldn't force to conform to our will.
The eye candy side of things is starting to take shape. Slight issue cropped up with the lead character animation, the angle made the lead look like he was falling over all the time. Ollie did a mircle and changed the character frames for the higher viewpoint within a week. For his effort we gave him a cookie, who needs cash bonuses! Craig had completed the basic background structure last week and started on objects for this meeting. Everything is perfect. Well perfect minus the Nazi conatations that almost slipped through the PC radar. Damn thing is broken I guess! Well in the end it all goes towards feeding the Graphical Beast for this week, but its hunger is never quenched (until launch date that is).
Leigh has done work... um pretty pictures and stuff. We didn't get to see his pieces today, he got side tracked for the meeting but we'll see his works of wonder tomorrow. Rumour is he has 7 story boards for the first cut scene done and dusted. Well you heard it here first, Mucky Ducky exclusive, beat that IGN!
This is where we stand as of now. A tad behind but happy to go forth. Next Milestone is July 5th which is already fast approaching, gulp. Right I got to go Wiki ulchers.
15 June 2009
26 May 2009
Quote...
"If you can dream - and not make dreams your master;
If you can think - and not make thoughts your aim;
If you can meet with Triumph and Disaster
And treat those two impostors just the same;
If you can bear to hear the truth you've spoken
Twisted by knaves to make a trap for fools,
Or watch the things you gave your life to, broken,
And stoop and build 'em up with worn-out tools:"
...
"If you can talk with crowds and keep your virtue,
' Or walk with Kings - nor lose the common touch,
if neither foes nor loving friends can hurt you,
If all men count with you, but none too much;
If you can fill the unforgiving minute
With sixty seconds' worth of distance run,
Yours is the Earth and everything that's in it,
And - which is more - you'll be a Man, my son!"
Rudyard Kipling, IF
If you can think - and not make thoughts your aim;
If you can meet with Triumph and Disaster
And treat those two impostors just the same;
If you can bear to hear the truth you've spoken
Twisted by knaves to make a trap for fools,
Or watch the things you gave your life to, broken,
And stoop and build 'em up with worn-out tools:"
...
"If you can talk with crowds and keep your virtue,
' Or walk with Kings - nor lose the common touch,
if neither foes nor loving friends can hurt you,
If all men count with you, but none too much;
If you can fill the unforgiving minute
With sixty seconds' worth of distance run,
Yours is the Earth and everything that's in it,
And - which is more - you'll be a Man, my son!"
Rudyard Kipling, IF
25 May 2009
Meeting...
"So what do you think?"
It was a silly question to ask as you know, once it is posted in a chat box, its reply will never arrive. The silent hum invading your mind as it awaits the outcome of what appeared to be a simple question, only to be met with 17 minutes of nothing. This is how it is in a Google Chat meeting.
It was our first and possibly last meeting in this fashion. Its reasoning came about due to the fact we (except Ollie) are all late in handing in our weekly tasks. Its amazing how tempting anything can be when you need to focus on something simple. Well the outcome is our pigeon holes are now full (stop giggling!) for next week.
A level editor was made this week and the start of the player class. The main structure will be in the game by the end of the week with player and collision detection all working. Plus the added bonus of object manipulation and possibly enemy fuzzy logic.
The main structure textures will all be complete and added to the level. Character animation will be initially in there with dummy frames to make things look half complete. Concept art will be complete.
We will make our June 7th Beta Milestone even if the bloody chat box never updates, or so help me... there will be... Um... Forks? (Said in an evil questioning tone)
It was a silly question to ask as you know, once it is posted in a chat box, its reply will never arrive. The silent hum invading your mind as it awaits the outcome of what appeared to be a simple question, only to be met with 17 minutes of nothing. This is how it is in a Google Chat meeting.
It was our first and possibly last meeting in this fashion. Its reasoning came about due to the fact we (except Ollie) are all late in handing in our weekly tasks. Its amazing how tempting anything can be when you need to focus on something simple. Well the outcome is our pigeon holes are now full (stop giggling!) for next week.
A level editor was made this week and the start of the player class. The main structure will be in the game by the end of the week with player and collision detection all working. Plus the added bonus of object manipulation and possibly enemy fuzzy logic.
The main structure textures will all be complete and added to the level. Character animation will be initially in there with dummy frames to make things look half complete. Concept art will be complete.
We will make our June 7th Beta Milestone even if the bloody chat box never updates, or so help me... there will be... Um... Forks? (Said in an evil questioning tone)
18 May 2009
Quote...
"The darkest places in hell are reserved for those who maintain their neutrality in times of moral crisis"
Dante Alighieri
Dante Alighieri
17 May 2009
Meeting...
Ping... went the first cork. Zip... went the second. Ouch... was the third before Beethoven's Ninth 'Ode to Joy' choir signalled the beginning of the impromptu cork fight. Once the dust settled, work began. When I say 'began' clearly I mean we had wine and food first, then made a slow start and a fast finish.
First up for the roosting was the code. The level had began to be implemented however this wasn't fully added due to size differences between images been made and those being put into the game. Collision detection was in the game but had to be turned off for presentation due to crazy bugs (Mark breaking it at the last moment basically).
Animations and the beginnings of the player class where working in the game. Most importantly the tiling system was fully working and XML loading added so we're moving towards the creation of a level editing tool. We can always dream when three weeks into a project.
As mentioned the level walls had been added but where at the wrong scale (No one to blame but Mr. Google). While discussing this we decided to try the new wall textures. These where huge, almost to full scale. Basically at present resolution a sixteenth of the Church's structure (wall only) in compressed PNG format came in at 1MB each. For people who may not understand the last bit simply point at your monitor and call us idiots... thanks!
Well these couldn't be used with a poor old XBox let alone a super computer. So the importance of the previously mentioned tiling system came to light. Basically the whole structure will now be tiled. This saves loads of space, time, art work, energy and computer imps.
Next came objects. A chair and box was made but not added into the game due no object class created for them. The bear bones of the first frame of animation was emerging from the depths. The decision was made to change how the lead character would move on screen. This lowered the number of frames by 60% making Ollie very happy indeed.
Of most importance I feel we learnt that one bad bottle of wine can last three times as long as two bottles of nice wine. However less corks for 'Beet Fights' (God damn it how do you trade mark these things!?).
First up for the roosting was the code. The level had began to be implemented however this wasn't fully added due to size differences between images been made and those being put into the game. Collision detection was in the game but had to be turned off for presentation due to crazy bugs (Mark breaking it at the last moment basically).
Animations and the beginnings of the player class where working in the game. Most importantly the tiling system was fully working and XML loading added so we're moving towards the creation of a level editing tool. We can always dream when three weeks into a project.
As mentioned the level walls had been added but where at the wrong scale (No one to blame but Mr. Google). While discussing this we decided to try the new wall textures. These where huge, almost to full scale. Basically at present resolution a sixteenth of the Church's structure (wall only) in compressed PNG format came in at 1MB each. For people who may not understand the last bit simply point at your monitor and call us idiots... thanks!
Well these couldn't be used with a poor old XBox let alone a super computer. So the importance of the previously mentioned tiling system came to light. Basically the whole structure will now be tiled. This saves loads of space, time, art work, energy and computer imps.
Next came objects. A chair and box was made but not added into the game due no object class created for them. The bear bones of the first frame of animation was emerging from the depths. The decision was made to change how the lead character would move on screen. This lowered the number of frames by 60% making Ollie very happy indeed.
Of most importance I feel we learnt that one bad bottle of wine can last three times as long as two bottles of nice wine. However less corks for 'Beet Fights' (God damn it how do you trade mark these things!?).
11 May 2009
Introducing...
![](http://lh3.ggpht.com/_egdxMES6Xgk/SgeIQp_R5SI/AAAAAAAAASs/kkhVi4-h4mY/Lead1.png)
This is a sample of the first draft of the concept art for the lead character, The Theologian. The character is in his mid to late thirties and has a professional appearance. The concept art was designed by Leigh with additonal perspective images done for Ollie to base the animation images on.
Quote...
"Trapped in purgation, they yearn for life. Thus, they seek bodies without souls. And the 'corpses that walk' are born. They say the howl of the north wind is the cry of the wandering souls."
Romeo Guildenstern, Vagrant Story - Yasumi Matsuno
Romeo Guildenstern, Vagrant Story - Yasumi Matsuno
10 May 2009
Meeting...
Serious is one word for today's meeting. The fun period is over. Time to get timescales and the work ahead into perspective. Quiet a bit was discussed over assets and timescales so we all know what is expected and involved over the next month.
The work shown was all perfect and on target for completion. The basic template for the church is complete, perspective shots of lead character and 'Zombie' was shown, code was showcased with added nuts and bolts, initial objects for the game where presented, and a few glasses of wine where had.
The main cut scene for the demo was discussed with multiple ideas on presentation offered. Leigh has been left with the task of moulding them into a cohesive story. We wish him good luck!
The work shown was all perfect and on target for completion. The basic template for the church is complete, perspective shots of lead character and 'Zombie' was shown, code was showcased with added nuts and bolts, initial objects for the game where presented, and a few glasses of wine where had.
The main cut scene for the demo was discussed with multiple ideas on presentation offered. Leigh has been left with the task of moulding them into a cohesive story. We wish him good luck!
04 May 2009
03 May 2009
Meeting...
Babies became children, doors became smaller, demons became monsters, and abortions became car crash. All this considered the most important aspect of this is our COD (Concept Of Design) became a GOD (Game Design). By June we will know exactly what is going into the demo but for now the basics are already been built.
Currently animation, XML parsing, control and most of the class structures are complete. Concept art is shaping up nicely with the lead character and 'Zombie' ready for animations to be designed from. Animation templates are already laid out for character details. The main structure design is finished and the untextured vector version will be put into the game next weekend.
We should have screen shots soon... maybe.
Currently animation, XML parsing, control and most of the class structures are complete. Concept art is shaping up nicely with the lead character and 'Zombie' ready for animations to be designed from. Animation templates are already laid out for character details. The main structure design is finished and the untextured vector version will be put into the game next weekend.
We should have screen shots soon... maybe.
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