Category Archives: Development
Work has been lagging lately (well, this weekend it was “Mass Effect 3”’s fault), but I finally have something to show on the effect system: As usual, the quality of the capture isn’t as good as I wanted, but it shows the effect anyway… I’ll write more on the effect system, with an explanation on […]
…is a skeleton… Rincewind’s working on the skeleton model: Although there’s no textures, it already looks pretty good!
This weekend I’ve made a break from the new effect system and tackled a big task task that was needed to really progress in the effect system (specially particle systems): the alpha-blending engine. Alpha-blending is the operation we use to do transparency in realtime 3d rendering systems: Those 3 planes are transparent to different degrees, […]
In the depths the Earth, he was spawned Son of corruption, and of evil ones Not living, burning Not eating, consuming Breath of fire, flames of hate Merciless eyes, unspoken fate More than a slave, more than a master Of Death he is caster Ancient Lava Imp summoning, author unknown Sorry about missing the Monday […]
Since the weekend wasn’t as productive as I’d wish, I give you: the Imp! Work in progress, obviously enough… The imp is the first creature that Grey gets to life-shape and control. He’s a minion of the Underworld, some sort of animal whose exposure to to the dark forces below has mutated and twisted him […]
A bit late, this post, but work and personal things have been hectic lately… Anyway, Rincewind has been working on some content for the Calabeth graveyard in the game: You can see some ground tiles and some tombs/mausoleums.
…of which unfortunately I couldn’t make a video of… For some reason, my FRAPS stopped working on my modeler plugins, so the videos for these will have to wait until we can add the character to the actual game (which will only happen when I finish the mechanical aspects of the RPG system and we […]
This weekend I’ve worked more on the RPG system of Grey. The health and resource system I managed to complete last week. In my RPG system, you can think of “resource” as fuel for abilities. Mages have “mana” as a resource, life-shapers “resolve”, warriors have “bravado”, and so forth. Currently, I’ve only worked on the […]
Rincewind wasn’t kidding when he told me he was rusty in 3d modeling, etc… But, after a long time, he managed to finish the texturing of the main character of Grey:
Work has kind of slowed to a crawl lately, since our real jobs are stressful of late, and after a day of complicated programming work, my night-time coding really takes a hit. Still, I managed to make some progress with the GUI elements of the game. The way I’m developing the game is to use […]