The Adventures of Felix Fox
~Kitasia
~Kitasia
Feb 25th
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.
Feb 22nd
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!
Feb 19th
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
Feb 17th
I’m beginning to lag with the project. I’ve been incredibly bored with my current assignment. If you look on the screen, you may notice that my modeling tool is beginning to look a lot like the level editor I made, but under the hood a lot has changed. I’ve also began testing out multiple viewports within the project.
One feature I’m interested in seeing pan out, is the ability to play with the character while the level is being created in the world editor and dropping models next to each other for comparison or testing it out with animation in the model editor. I want a lot of integration to avoid the task of loading up the game a million times to see how it turns out.
These are programs I don’t plan on releasing but its what’s keeping me busy nonetheless.
Feb 14th
I still don’t have anything new to show so once again I’ll bring in something old and discarded. Before I probably even started programming I made this stage demo. There’s a fire and Felix must save, Catrina, from her burning mansion. If you read this walkthrough you’d clearly see the game was never meant to be about busting heads all the time unless you include puzzles that may give someone a headache. While the following walkthrough isn’t very well made or well thought out, I do think it gives a real sense of my style of adventure which is a bit more akin to point and click games. The picture shown is actually just the first floor.
Feb 11th
I’ve been doing a ton of reading and haven’t made much headway on getting anything done. I’ve been largely concerned to make sure things that were a problem before are not a problem now. I’ve even looked over my music a couple of times. It still amazes me that I finally did my own music.
I’d like this to be my break out point, so I believe the meticulous planning is warranted but unfortunately I’m pretty much left rambling right now. Next update I should be out of this phase. The switch to 3D sort of broke my foundation (in a good way).
Feb 8th
The addition of bones has made things much more efficient but it somewhat complicates my current setup. I may actually begin using 3D models. My biggest fears is that they’ll look terrible or outdated as this would be my first time doing a real 3D model. I know I was suppose to be cutting back but things have gotten so messy it may be easier to bite the bullet and move forward with 3D.
I’m going to attempt this and most likely I will end up using models in 3D but this is definitely one of those things that will dampen spirits if it doesn’t go right. It’s to early in the project to have a loss on my record. Even at its worst, I do think I could figure out some way to make this work.
Feb 6th
As of today, I’ve officially begun programming. I was suppose to start earlier but I got really caught up in the book I purchased in preparation of the project. During preparation I was looking at the idea of a physics engine again. In the end, I thought I might try my own sort of cheap physics engine to avoid the hassle of dealing with libraries, waiting for fixes, and commercial licenses. I would’ve liked to try something like PhysX, unfortunately XNA does not make use of it and I believe you would need to be licensed for it. This doesn’t feel like a new project but rather a major revamping.
Feb 4th
A picture of Catrina has been added to the art section. Because I don’t have a profile, I guess I’ll add a bit of information here.
Although I’ve pretty much overshadowed her with Karina, (it’s a bit ironic actually), Catrina plays a very active role. Contrary to having access to the same funding as her sister, her wealth often plays a more positive role on the environment rather than a negative one. On occasions where Felix may need money, Catrina is usually his go to person. Likewise Catrina considers Felix her personal escort. Her bubbly and outgoing personality can become taxing at times.
Feb 3rd
I’m a little tied up right now, but I’m not going to break my update streak! I’ll be updating with something tomorrow but I guess I’ll talk a little bit more about what’s going on now. Firstly, this project is going to be bigger than I had first intended. The engine is going to be rebuilt from scratch. I probably will be reusing many components but with so many problems (especially with loading on Xbox), and so many upgrades,it just makes sense to do this. As of late I’ve just been doing a lot prep work. Just yesterday I’ve made plans to try and use a scripted camera system once again. I tried something like that in Dream Masteronce and the results weren’t so bad. The reason the game is so much longer than the other 3D games is likely because there was no camera work involved. Camerawork seems to slow down my ability to create levels substantially, and a lot of my focus is going to be toward eliminating it.