Posts about the games I've played and worked upon, both current, failed, and other. I'll also post about subjects that interest me.
Tuesday, March 27, 2012
Jason
Here are a few maps from Adventures' Edge. The Hawaiian islands where used as a base template for the islands in the game. I am considering adding AO maps to the materials; per a tip on blender artists. My laptop is still slow, but my desktop is extremely powerful, even if it is a few years old. An instructor of mine put my desktop together after he helped me select the parts. I speed up firefox by going into the about:config and lowing the javascript timeout paramerters. If it takes longer than one second, it is too poorly coded; because of the tweaks, my laptop seems to be faster.
Tuesday, March 13, 2012
SHA is so MD5
The overworld maps are finished, along with town, dock, and dungeon icons. Because I was lazy with the map modeling, I used the remesh modifier. The remesh modifier is good, but complex models should be broken down to use it effectively. My job does keep me from working on my projects, but it is a good job and I enjoy it (when I don't mess up). Mattline1 is following my blog, and the things he has posted are really good. I prefer first person camera modes because of their ease, so I don't think I'll be doing anything too complex.
Thursday, March 1, 2012
Gainfully Underemployed
I recently acquired a part-time job helping with plant arrangements, and I hope it works out.The islands in AE have been modeled and most have textured. These islands will be used to show the map overworld; they will not be playable. Once done, I shall start working on the playable maps.
Tuesday, February 21, 2012
...
Blender 2.62 came out recently; I downloaded it and tried it out. While I did not try out everything, I did try the remesh modifier. It looks good, but I think it needs some tweaking. I would avoid using it on organic game models, but it seems perfect for terrain. Adventures' Edge is going slowly; my birthday was this month, then I had a tooth removed; both events just shot this month. The map has been reworked to contain 16 maps, instead of 40+. I realized that I cannot just splatter towns wherever, I should plan things out more carefully. There will be ~10 dungeon-like structures and 256 kopii total. After looking at the data structures, I decided to rework the datablocks and combine some of the kawaii stats. By the end of this month I should be done with the majority of the design document and I'll be rushing to finish the game, but smaller maps should help. Anyone have a dungeon generator?
Saturday, January 21, 2012
Prox :: holy ship
I shall be entering the 2012 Blender Summer Game Competition with a game titled "Proximity". The Kawaii characters that will be used in this game will be uploaded for public use; a link will be placed after BlendSwap has approved the file.
Wednesday, January 11, 2012
Thursday, January 5, 2012
AE :: My cat does not eat dead trees
While I have implemented the battle system within the game, it is still very simple. There is only one kopii (Fluppii) and one attack and the player cannot battle yet; but the player controls are there. I have been doing minor cleanup an reorganization within Adventures' Edge to make it easier to edit later on. I still have a lot to do, and here is the todo list.
* Allow player control of kopii
* modify death and return states of kopii
* modify trained kopii AI and make them tougher
* allow NPCs and player to update their looks
* make player preview in menu
* create save menu
* create NPC AI
* create "in battle" state for NPC and player
* create build system
* create obstacle types
* modify item menu
* create player stat menu
* create kopii party menu
* create kopii swap menu
* modify catalyst script
* create growing system
* edit sun and moon
* edit level loading system
* create remaining buildings
* create attacks and effects
* create kopii
* create remaining maps
* create minigames
* create shopping and vending systems
* create velocity script
+ handle daily worl modifications
+ handle NPC death
+ handle ***** *****
+ handle *****
+ handle NPC movement
I am probably forgetting some things, but that is a rough estimate.
* Allow player control of kopii
* modify death and return states of kopii
* modify trained kopii AI and make them tougher
* allow NPCs and player to update their looks
* make player preview in menu
* create save menu
* create NPC AI
* create "in battle" state for NPC and player
* create build system
* create obstacle types
* modify item menu
* create player stat menu
* create kopii party menu
* create kopii swap menu
* modify catalyst script
* create growing system
* edit sun and moon
* edit level loading system
* create remaining buildings
* create attacks and effects
* create kopii
* create remaining maps
* create minigames
* create shopping and vending systems
* create velocity script
+ handle daily worl modifications
+ handle NPC death
+ handle ***** *****
+ handle *****
+ handle NPC movement
I am probably forgetting some things, but that is a rough estimate.
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