Category Archives: Grey
Spent most of the weekend working on the RPG system of “Grey”. The mechanics of “Grey” require a stable (C)RPG foundation, with all the usual systems, like primary attributes, derived attributes, talent trees, equipment and buffs/debuffs, and building that is a challenge. Of course, I could have used one of the dozens of open/free RPG […]
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 […]
On “Grey”, we want to use normal maps to add some detail to the basic geometry of the models; this is pretty common in modern games. The way we do it at the moment is to create a texture that describes the bumps in the surface (white is for “high”, black is for “low”): […]
Rincewind just started some 3d assets, and here is the initial results of the player character model for “Grey” (compared to the initial concept): This is a render in 3d Studio (with a single light source). There’s probably better ways to do these renders, but we don’t want to lose time looking for something just […]
Grey is a game that has a lot of Artificial Intelligence (AI), since the player is mostly on the role of a “general”-type of figure, commanding his minions. One of the most important tasks in AI in this game will be the path-finding. Path-finding is the game subsystem responsible for finding out what’s the path […]
A big slice of our development “budget” has gone into SurgeED, something I’ve been working on and off for the last two years… SurgeED is a world editor with some “workspace” capabilities. The idea is that we don’t just author maps in it, we aggregate all our development tools and utilities into this unified system, […]
Happy new year, everyone! Sorry about the lack of updates, but the holiday season is hectic for all of us. We didn’t get as much work as we wanted on this season (but then again, we never do!). For my part, I just scraped enough time between eating and being with the family to […]
We’re still working on the architectural elements of Calabeth, and something very important from a game design perspective has come up: the map layout. Episode 1 takes place in several areas, all centered around the mystical ruined city of Calabeth, birthplace of the Conclave and now overrun by an ancient evil. The player will be […]
Since we’ve decided to go forward with this project, we’ve been working like madmen, that’s what! We’re currently in a design stage. This means that we’re currently working on game design and concept art, besides getting the technology on the point that we can use it to make this game. There’s several different vectors in […]
Making a game is for me the supreme collaborative effort: you have to involve programmers, artists, sound people, testers, writers, etc… Even if you’re working solo on a game, you always have other people giving their opinions… So, the team is pretty important in any game development, and that is why I decided to present […]