Archive for the ‘The Journey to Independant Game Dev’ Category

Progress? What Progress?

Monday, July 13th, 2009

I would LOVE to show you guys progress, holy crap would i EVER love to show or even REPORT some progress.

What happened? The weekend happened thats what. But thats not all, my busy-ness extended from Thursday after work actually, and ended Friday night.
once the weekend hit we were hit with one hell of a heat spell with +30*C weather.
I dont have an AC in my room, i cant afford one either. Leaving the doors and windows open lead to letting more heat in as well as crickets and moths (grrr). I have but one dinky fan that all it does is push hot air at me more, and staying in one spot in what appears to be shade fries me like bacon.

So no i havent been working on anything, and in fact im calling it here, weekends are my REAL days off. No more working on projects over the weekend, i can do my stuff during the weekdays after work and still have a break. Itd be good for me i think. Im still stoked about this project with Zee and Culando, of course i am, but baking in front of a hot computer does NOT help concentration or patience.

TTFN.

OMGOGL

Friday, July 10th, 2009

manlySo its begun..

Ill be the first to admit im pretty new to this OpenGL business so getting this pyramid on screen is a huge leap forward. Though i have attempted totabkle openGL before with C++, i got up to a flat triangle that rotates and gave up from there

So where to from now: Theres a few things that need to be tackled congruently here (read: preferably in one sitting)

1. Frame management. This sexy pyramid isn’t rotating on its own, not by input. It jsut stays there so i got to figure out what loop i need to write in order to get it to rotate in real time. I remember this very aspect being easy in C++, but not here.

2. Model Loading: Josh has kindly allowed me to use his propriretary simple model format for use with this game, so i dont have to screw around with OBJ/ASE/MD*/Collada etc finding an acceptable format. Plus having the person who made the format teach me how to use it, well, i cant think of a better situation.

3. Keyboard and Mouse Interaction Model: im going to leave the advanced keyboard configuration and maths of input to Culando, i just need to know the basics here so i can use what i would have at this very point, to create a model viewer for the format, a nice little extra tool that would be useful for spotting any strange bugs with models.

Otherwise, all quiet on the western front, now ive got some more crap to figure out!

TTFN

A new idea of an old fling

Thursday, July 9th, 2009

Right now im in discussion with Josh about the old Edge-DM mod…

While the possibility is slim, im going to model a couple weapons using my limited feedble knowledge of modeling.
And well see how that takes us.

Adding: Shotgun, Rocket Launcher, and Grenade Launcher to my TODO list.

TaoFramework + Bullshit = Ok night

Thursday, July 9th, 2009

So there i was working on figuring out the taoframework when Zee IMs me telling me we have a complication.
It appears an old associate of his “suddenly” gained interest in doing the shooter project with us, and hes a C# programmer.

Fantastic right?
I wish…

My reasons for doing this project are both personal and professional.
- A shooter is a basic idea, a 2.5D shooter is the perfect stepping stone thatll kick my ass into C# game programming
- I made a promise to myself id make my old flash game, Rain of Destruction, into a real game. While this isn’t RoD, itll fullfill my promise just fine.
- Itll spearhead my engine development for Tournament of the Claw
- I help Zee with this, he helps me with 3D modeling for ToC

Tones of benefits from this project.

How detrimental could it be to have another programmer on board who actually knows the language im still trying to grasp? The project may get done “faster” but how much of it would i actually contribute? What happens when im shoved aside and the associate jsut kinda “takes over” simply because he can? What happens when we have a design disagreement and i get shove dto the left because he knows how to execute it himself?
Im not going to continue.

The simple fact of the matter is, Zee didn’t want to/couldn’t say no to his friends request. His associate (nameless till its all cool) to him, is like Josh to me. Worked on many projects in the past, but nothing truely got done.
Im an Animator trying to do some hardcore coding rather than tool development for a dying company.

*sigh* Theres only one good outcome… at the end of a long path of shitty outcomes with this one, i hope Zee knows what hes doing…

yay Day 2 and already Drama!

On another note, the TaoFramework kicks ass so fr. I ahvent done much of anything with it, but by looking at the dlcumentation, it looks pretty damn easy to grasp, and the Tao even comes with stuff like SDL, OpenAL, LUA, ODE, the whole shebang.
So im stoked to learn me a little Tao.

That being said, im outty, peace!

(to the associate if you read this, i mean no offense by this at all dude, ive just seen this very scenario play out a hundred times, ive got a bad feeling about it, but i do hope it works out, id like nothing more)

The Journey: Press Start to Begin

Thursday, July 3rd, 2008
Starting now, i am about to embark on a brand new adventure, and adventure detailing things ive never tried before, an adventure into something that feels comfortable, yet, scary.

Being a wannabe Game Designer ive had it in my best interest to try and create a game in my mind that id both enjoy playing, and enjoy making. Its a frivilous balance as there’s always good and bad and the appeal level is always up in the air. Being also a wannabe Games Animator i have the sole intent on doing my absolute best in beleivable virtual acting while maintaining smooth transitions. the art of manipulating graph lines is a fine one and one that i take particular pride in.

Ill be the first to admit, im not awesome at either. But this is where the journey begins.

Ive teamed up with an old friend of mine who specializes in modeling and texturing. My part of this two man commando team is Animation and Scripting. Hes also got most mapping while i tackle project management and exporting. The idea is not to be overrun with eachothers duties, but rather dabble in everything as its needed, so it should be an interesting development model when we have no real set plan other than “just get it done” and “babysteps” heh
Together we handle the games design, and decide on the technology. So far it looks like well be starting with the TGE (Torque Game Engine) as its cheap and easy, after working with thsi for a while we hope to integrate Havok Physics and Animation, if not then thats ok too, later on when we feel were confident and the beta releases prove positive, we plan to upgrade to the TAGE (Torque Advanced Game Engine) which basically enables shader support and allows us to make our game look modernized.

The product in said development is officially ‘unannounced’ at press time, but please, keep on watching this blog for little updates here and there as im sure im going to leak out information. I kind of already did if you look into this post enough.

Thats it for now before Kris kills me!

-k

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