5 Reason I’m Looking Forward to Lithodora

I’m feeling really optimistic about the project! I made a list of a few reasons why!

  1. No PC Version
    I was constantly concerned about keeping my graphics to a minimum so that the game would be more accessible. Now that I’m doing 360 development I know what my graphical limits and I have a lot more power to wield. It’s also nice to know there will be a controller that everyone will be using.
  2. Feedback
    When Tale of the Night released I got kicked in the face pretty hard a few times. What little  feedback I got with previous games was all  good, so I wasn’t used to any really negative feedback. Welcome to the real world I suppose. It was a rude awakening but with my faults revealed I can transcend into a new realm of work. Of course there was also positive feedback so I also have an idea of the areas I’m doing well in.
  3. A Finished Work
    Every single game beforehand was always a demo of something. I believe that’s the real story behind me never using the same engine twice. I’m taking this game extremely seriously because I know it’s not some free game I’m just throwing out on the internet or something just to be patched up later. Having the opportunity to be in a true marketplace changes everything. Tale of the Night showed me a whole new world possibilities.
  4. Finally 3D
    Need I say more? I’ve been yapping about it for months.  I’m looking forward to gaining more control of the camera for dynamic views, having complete representation of the characters, and finally having that open world feeling. Mostly perhaps, I’m looking forward to not dealing with all those programming problems I had.
  5. A Real Story
    I like writing , and anyone’s that’s explored the web page can likely tell Felix stories are much more detailed than I’m letting on. I won’t promise that the story will shock you or be filled with twist and turns, what  I’m really striving for is  detail.  Aside from my very very first one, this will be my only game that uses a recurring character as the antagonist and that always makes me want to apply special attention to  the story.

There are other things I’m excited but these 5 say enough for me. I think it will all begin to show when I start work with the prelude chapter.

In the Shadows

IShadows truly have been ubiquitous on my schedule as of late and oh this has been such a strange week! It started out with me thinking early on how I would do shadows, to researching shadows to attempting to apply shadows. It’s the usual way I get thrown off track. This week has been murder because I’ve been extremely picky about how I want shadows done and there are dozens of concerns I have as with anything I haven’t tried. I may have to remove what I’ve done and start from scratch but let’s hope I don’t have to do that.  I’d put this in my top 3 most stressful experiences of the development so, far but hopefully it’ll be worth it in the end.

I’ll keep shadows around for now, but if my framerate dips I will be opting for a cheaper solution.   But while it’s here, I do think it looks pretty nice.

Texturing Continued

I don’t usually update so soon but I couldn’t resist.

Texturing seems to be a relatively quick process, much quicker than I thought. Because the camera is pretty far away and I”m not exactly shooting for star quality texturing, I can be pretty sloppy and still get good results. What the picture entails is a uncolored Felix because,  I haven’t figured out how I”m going to color the characters. I should probably do a bit more brainstorming before moving on but I like how things are going so far.

On a side note, the other Felix’s head is stuck on the box because of the change in collision code. I’m going to have to finalize that later on too. Sigh, so much work.

Texture Experiments

A while Textured Felixback I drew some concept art that roughly adds up to how the model looks currently. Well I thought I might modify that picture, or at least enough to get the point, to get an idea of how things may look after texturing is finished. I’ve never attempted to use real fur textures in anything I’ve made so I was sure the result wouldn’t be the same.

I think I’m finally going to be able to show that hairy look off in a game for once.

Working with Music

I’ve temporarily stepped away from the collision of the game to begin texturing the model but I’ve temporarily stepped away from that to address something that even I had a problem with, the music. I don’t think my music was bad but there could be times where it wouldn’t fit with the rhythm of the game and I repeated it so much that it could become, well… annoying. I’m being very careful to make a complete soundtrack that has no recycled songs, and fits with the game pacing. At the same time, I’m attempting to improve on my composition.

Sadly I haven’t been able to make a single song yet due to a new standard, but I”m getting there : )

In too Deep

I can’t believe May is almost gone. Still feels like so much more needs to be done. That’s probably because there’s so much more to be done but hey, I’m getting there. : )
I’m making sure I live up to the hype.

In regard to last update I was talking about how deep I would go with physics, after a few days of work I can say I can go a lot deeper than I thought. Thanks to one “olii” at gamedev.net I’ve managed to see that the separating axis theorem is much more powerful than I had first thought. Thusly, the collision can get a bit more wily and be more stable than ever. The physics aren’t in place to manipulate objects more realistically but instead to add more dynamic objects and platforms and such without error. Ohh the possibilities of objects in a dynamic world!

So Far, So Good

Test Stage

Everything has been more or less working according to plan. I have a fully skinned Felix model running and jumping around on a death trap level for my favorite collision detection errors. Some sound is even in place. It might not seem like I’m not doing much at this point, but that’s only because I haven’t added the glitter yet. I’m likely to do all that in one artsy burst.

Right now I’m trying to figure out how deep I want to get with the physics system. It’s poison to think about  having just created a system without errors, but interaction has pretty much been my key goal for the project. I really shouldn’t try to do too much here, but you can expect moving platforms, pushable objects, and dynamic level geometry. The question is, how deep will I go physics wise…

Pick up the Pace!

I think I’ve just had the most sluggish two weeks out of the whole time developing this. What pray tell have I been doing?  I’ve been fidgeting with Felix’s design again. I even went as far as to update the old game with a more accurate design so I’d have something better to work off. 3D isn’t very easy. Skinning is hard, animating is hard, and I still have very little idea what the heck I’m doing with the inverse bind pose. I’m almost certain it’ll jump up to  bite me in the neck later.

But ever since I’ve updated my sprites, I’ve been able to pick up the pace and it’s only a matter of before those problems are nailed down. Right now I’m attempting to finalize the skinning and animation. It’s hard to move ahead in-game when the model isn’t exactly moving right.

I haven’t filled in the eyes yet so Felix has the look I use in concept art.