Category Archives: Development
The merge tool is finally done, and while it was a truckload of work, it was worth it for the amount of small bugs I found… Nothing was too serious or hard to fix, but most where quite complicated to find and would be hard to fix later! I’m finally finished with all the detours […]
Sorry about the lack of updates, but the day job was hectic and I had some personal stuff to sort out… Even so, I’ve had time to make another detour in terms of development roadmap and started building a “project merge” tool… Everything we’re doing in Grey is done on the SurgeEd tool, which manages […]
As I stated on the previous post, I didn’t have time to work on Grey this weekend, since I was participating in Ludum Dare’s 48-Hour Game Development Competition… Before you ask, it didn’t go that well, since I couldn’t come up with a decent idea; I just ended up doing a Voxel World editor… If […]
Most of the time this week was spent (again) on things that were scheduled for later in the development cycle, either because they’re too useful now (the geometry clusters, the shadow clusters) or because I was curious in seeing the results, like the color grading. From Wikipedia: “Color grading or colour painting, is the process […]
This weekend I worked on a major optimization; I was supposed to work on this after the first milestone was done, but I had serious enough performance issues to warrant the work now instead… The problem is related to the amount of objects. Most objects in Spellbook are composed of loads of triangles, but in […]
This weekend was spent mostly with family, so not much progress was done on Grey, besides fixing one million small bugs and nuisances in the editor, per artist suggestion… It will take me forever to get used to the new key/mouse bindings! Anyway, had some tricky problems in the editor that were only apparent when […]
If you want something you’ve worked on for some time (specially tools) to break, give it to an artist! We were supposed to start working on assembling the arena for Grey in the beginning of the week, but as soon as Rincewind grabbed SurgeEd, I found one million bugs and I spent most of the […]
After a big fight in these last nights, I got rid of most of the critical bugs in the editor, which means that me and Rincewind will start assembling the arena for our first milestone… I wonder how long until we find the first critical bug! The idea behind the first milestone is to have […]
Rincewind is almost done with the skeletons and is working on some props: The armor pieces, swords and shields are done through mountpoints in the model itself. The skeletons are low-tier enemies in Grey. A necromancer can animate skeletons nearby, but usually only the spirits of people slain violently heed the call of the caster […]
This week has been a bit slow in “cool” stuff, mostly due to the fact I’ve been working in more backend stuff… Anyway, I’m adding aggregate objects into the editor (so I can make an object that is, for example, the combination of a mesh, a particle system and a light – a torch; and […]