Monday, November 9, 2009

Follow up



You'll be seeing some screenshots as I continue to create the media for the game. At the moment I'm building low-poly castle walls with hi-res sculpts for normals. Each can be destroyed and picked apart slowly, nearly brick by brick. I'm using a technique that partially replaces the model for physics-based objects, depending on the severity of the damage

Thursday, October 29, 2009

Respite

I have worked on an Untitled project with another development team for some time, but as with most small teams dedication is hard to find. The team I was invited to decided to allow me a respite, and time to experiment with the Leadwerks API.

This hiatus from another team gives me a change to work on my own original project. Here is one of the beginning narrations from the beginning of the game:

Novel: " As I scale the icy mountains to destroy what I have sought for several years now, a single thought of dedication passes through my mind. I am known as Novel, and I now walk to my death. "

I now have a complete title name for anything that I produce: `Rekindled Phoenix Software`

Wednesday, August 19, 2009

Custom Particle Effects

So, to help out the people in charge of graphic design I created a custom application that allows you to make particle effects dynamically using XML. This small app uses the Leadwerks Engine to create the possibility of hundreds of particle emitters. When it launches, it scans for a settings file with parameters. These parameters manage velocity, size, and rotation of all of the particles.

Particle Creator Alpha is currently in use by my graphics team.


To see how the application works, click here!
http://www.youtube.com/watch?v=A2irFmcX--w

Thursday, July 30, 2009

Networking

Leadwerks has a simple networking class, one that I am happy Josh includes in the engine. Sadly, it's not enough to include communication layers, simulating smooth network traffic, and even security. Something that as a programmer, I'm happy to be able to download.

RakNet is a wonderful networking solution, and is seems it's filled with more goodies than an easter egg basket. This is more than a recommendation, this is a must download for anyone who has an independently funded game.

They can be found here
www.jenkinssoftware.com

Saturday, July 18, 2009

Turrets

I've been having some fun with Leadwerks' particle emitters, creating several turrets with the click of a mouse.



First experiment with particles


Second try at particle flames

Sunday, July 5, 2009

Restucture

I'm currently working on restructuring the code behind my game to accept settings files, which will be written in xml. At my current job, these are the most versatile files in our programs. When each program or service loads, it looks for an xml file, parses the tags and using reflection applies any properties that have the same name as the xml tags.

After that, I'll have to create code to handle multiple players. I'm working on something much larger than joust...

Tuesday, June 30, 2009

A New Direction

This week I had a discussion with an old game developer that I met at work about an abandoned project. It was going to be a remake on the old classic Joust, except with a much darker artistic style. Our goal for the game was to create a multilayer environment that's enjoyable for anyone willing to play a platformer.

Back then, we didn't have the right tools, nor the time. Torque 3d was our first solution, though I wasn't willing to learn an entirely new coding language just for the project. Soon after, it was scrapped. I continued on with my project, and we never thought to reinitialize the game. Well, much like a rekindled phoenix to the flame, the old project is born again.


It took me 10 minutes to code a simple platformer in Leadwerks 2.0, when it would have taken months with Torque 3d.

WIP Example shots.



My personal project which is much more advanced that this, will be put on hold for now. You'll see more progress on both projects soon.

Monday, June 22, 2009

Models

Here are some low-poly models I made a couple weeks ago for this project.

Monday, May 11, 2009

Cameras

Recently I have been having issues developing camera types. Because of the complexity that some designers require for cameras in-game, a third person camera does not come out of the box compiled with the physics engine. It's also easy to code, unless you're me.

Last weekend I developed a third-person camera after several coding glitches causing wasted time. Coding an complete game suite is hard when you do it all yourself! Below are some screenshots of the minor progress made with both first and third person cameras using the mouse to rotate.




On thing I love about Leadwerks is the fluidity in which the world is coded. Add a camera, light, and anything else you need (even out of order sometimes) and the graphics engine takes care of the rest.