Monthly Archives: January 2012
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:
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 […]