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blockfelix2

Felix Takes Shape

The project seems so bare at the moment but it’s really starting to come together. Was I out of my mind to think the game could be done by the end of April? Probably, but the game was still 2.5D at the time I made that decision. I’m still targeting May although, there are still many potential 3D issues looming I’ve yet to face.

Block Felix has gotten a bit of an upgrade, this was to test out the animation in 3D which seems to work just fine. Facial animation seems like it won’t be a fun thing to deal with.

I may be somewhat giving the impression that Block Felix is near the limit of my modeling capabilities seeing as I’ve yet to show one good 3D model created by me and my modeling background is little more than nonexistent. Well hopefully the picture on the right helps towards redeeming myself a bit. I was testing out knee animation for one of Block Felix’s legs and somehow it turned into that. I thought doing a human leg might give me a better idea on how leg skinning really works. Obviously I couldn’t use the legs in the model but I think I learned about skinning a lot more.

PERFECT Collision!

HAHAHAHAHA!!! Wow! It only took 5 years, but yeah my collision system is finally up to standard! I can now perform the bare basic collision that any modern Physics system can do… Okay it’s ‘s a bit depressing to put that way, but its comforting to know I can finally do collision in just about any scenario without errors occurring on systems that don’t have physics built in. That’s you XNA! ; D

I won’t lie by saying my levels before were somehow limited due to my collision detection previously but falling through the floor or having something very ugly happen were a concern, especially with the hills. I really hope I’m not jinxing myself here but everything looks good to go! I’m going to revel in this for a while and I think it will show in the end product!

Ah, the gloves have clearly come off! ^_^

Collision Testing

I knew this subject was going to drag me down and kick me, but I still wasn’t expecting it. I’ve been trying to properly do collision detection and while the detection part is easy the response part is always a headache. You may be thinking, “wasn’t collision already fine”? Well I looked into that and it seems there was even an error there I had missed. If this takes any longer I’m just going to give the go ahead signal and assume that my previous collision will suffice. Most developers probably just use PhysX for this, and the thought of “reinventing the wheel” is another thing eating at me.

In summary, I’m cranky!  |: {

I should have this sorted out soon. (hopefully)

Cutting Back on Posts

My resolution of two to three day updates was nice, but I think I’m running out of points to bring up so I may bump it up to at least once a week and then start posting more frequently when I have more to offer. A May release is starting to appear unrealistic and in turn I’m shifting more focus towards development as to opposed to fun little series related trinkets (what little focus I had anyway).

Why is a date important? Because if I don’t have a date I’ll get lazy and distracted causing me to lose focus on what is important and in addition to that, there’s no telling what unknown variables could pop up before that date on a series that is currently unestablished. I don’t want any idea I felt was unique to the game appearing somewhere and I don’t want some movie about a goofy fox showing up in the movie previews. Using QTEs mid-game still feels pretty unique but so many games do it I can’t even tell anymore. Not using buttons in them helps towards sort of a new identity.

Being driven by paranoia isn’t so bad!

This week I plan on starting my collision/physics engine. This is my first steps towards the environment of the actual game. Originally the plan was for the collision system to become very interactive and dynamic. I’ll post on how that’s going this week.

blockfelix

Thinking 3D

Today I tried skinning and animating a quick model I like to call Block Felix and so far everything has gone without a hitch! It’s almost surreal that I’m finally doing it in 3D. Currently Block Felix just slides across the modeling studio and I use the xbox controller to animate him. In a way, I’m preparing for the game engine. I’ll be using Block Felix for a while until I feel I can make a real model without needing to redo anything later.

Much of this probably isn’t impressing anyone, but for something I’ve wanted to do so long, yes, I’m going to make a big deal out of it! Everything I did in 2D was actually planned in 3D first. My whole policy was to think in 3D. I drew this  some time ago to get an idea of what Felix may look like in the city and how talk indications would be displayed.

I’m  probably rambling now, I think I’m just antsy to see how it turns out. Personally, I think this is going to to be quite a show.

theteapot

The Little Engine that Couldn’t

For a while now I’ve been trying to add support for a lot of things but I’ve already crossed over into march and I’m still only on 1 tool. I’m much too far behind so I think I’m going to have to cut the experimenting short. Here are some features I was thinking about and my verdict on them.

UV Texture Mapping

With a little help from a document from http://limegarden.net/ I was very quickly able to import .obj files into my tool as well as understand how the obj file works. And if I can import a file I can just as easily export one. I plan to do any major texture mapping outside of my tool. The teapot to the right was done hastily as a test run inside Wings3D . I’ll need to add support for where the seams are textured but that’s a minor issue.

One good thing about the import feature, is I can download and use free models. Why didn’t I think of that sooner.

More >

The Foot

The First Step

Today I decided to try out my new tool and make a foot. Everything feels so sophisticated now : )! What you see is a foot made up of about 133 triangles. I don’t think there’s a good reference as to what my poly count should be so I’m really just following my gut. I kinda cheated in the image by having per-pixel lighting enabled but I wanted to get the full effect. This style of lighting is expensive and I’m really skeptical of its use.

Next is one of the main reasons I avoided 3D, texturing. When I make it out of that nightmare, I’ll move on to the entire body. Worst case scenario, I have to set the texture of each vertex 1 by 1.

Next Week

The month is almost over and much of my plan has changed over that period. I was supposed to do the modeling tool and level editor both this month but I know THAT won’t happen. They’re so interwove with one another I doubt that makes much difference. Really though, the month has been all about tools and getting familiar with my programming structure.

My first assignment going into next month is to make an animated block man! This will give me a chance to familiarize myself with 3D models and animation. After that, I’ll probably begin swapping out the block man for a real model. I hope to have some representation to give an idea how characters will look in 3D next week. Quite honestly, I don’t even know yet.

terrain

Power Hungry

I made this terrain yesterday using the old tool. The old tool had no indexing for terrain and that created a lot of waste. I plan to pull no punches towards graphics this time around and so file sizes are something I’m wondering about. Probably nothing to be worried about of all but if I can save a great deal of space simply by restructuring things, I don’t see why I shouldn’t.

I think to really achieve something commercial I may need to look into bump mapping or shadow maps and per-pixel lighting and definitely into more multi-texturing. Looks alone will get me nowhere but it most certainly help!

studioimprovement

High Hopes

When I began using multiple viewports, I decided to look at an even older level editor (tandem tales), for a few thoughts. Then I looked at a few levels and decided to compare editors. I think its fair to say there’s a large line of improvement between them and that really didn’t hit me til’ now. I think if this pattern keeps up I may be able to do something of mainstream quality.

From the top would be the dream master editor, which was terrible. I could only work from the top view and the camera view was orthographic. The entire game was composed of boxes. The lower two are two versions of the same scene in the editors of the later games. Ironically I ended up taking it out twice for different reasons! Maybe next time ; D