Faster than I thought.

•January 7, 2010 • Leave a Comment

Last night I wrote that in a max month time I will have a low poly level of the mansion. Well today thanks to Madame Bastet I got a low poly version of the ground floor and the model of a whole mansion should be ready till the end of the week :)

I fixed also the rig a little bit and right now am trying to figure out why my character is hovering 10 cm above the ground :P

JakeCake is currently working on redoing our enviroment base for the Mansion (thats why the clip is recorded on a sdk map :)

T.

At last!

•January 6, 2010 • Leave a Comment

After over a week of fighting with the exporter and learning how to rig, skin, code, making custom bipeds, creating phys skeletons i finaly did it!:

TADA!

I know the rig is full of faults but it is just for the tests and as a placeholder – now what awaits me is to fix those messy verts, rescale the whole thing, add normal maps, add custom animations, add attachements and on we go with the rest.

In max a month I should have a low poly model of the mansion, and will start implementing the AI hopefully.

Keep your fingers crossed!

T.

Fight goes on…

•December 31, 2009 • Leave a Comment

I’m still working on “Me Myself and I” mod, last two weeks I’ve been trying to skin, rig and implement the model of the main character into the engine. As you can see below

I’m almost done (I know the rig isn’t flawless but its just for tests) and right now I’m trying to swap the nanosuit character with a proper model before the year ends :)

I’ll keep u updated

Me, Myself and I

•December 3, 2009 • Leave a Comment

Its been a while since my last post, and the project I wrote about last time evolved from UT3 mod to CryEngine total conversion mod (I realised, that sure kismet is a good tool but Sandbox2 flowgraph kicks ass and is easier to use :) based on the idea I presented on gamescareerguide (you can read about it few posts below).

It’s called “Me Myself and I” and below you can see main character model put into the engine, and some concept art  :).

concept art by Tomasz Gornicki

Stay tune for more info…

Life simulation system

•September 20, 2009 • Leave a Comment

Its been a while since I wrote the last note but fear not, I haven’t been lazy!
The Teardrop documentation still is beeing created, but recently my attention had been focused on a prototype for a Life Simulation System that I’ve came up with a couple of months ago, while drinking vodka with Kuba Gert .
Anyhow it’s been sitting in my brain quietly for a while and recently I finally started to prototype it. For the engine I choose Unreal Ed – mainly because its highly developed Kismet system and the enormous tutorial database that can be found in the vast and dark area of the internet :)
Anyhow right now, I’ve already managed to spawn a Pawn who is able to compare his own clock with the world clock and callendar and choose one of the two mind states (work and rest) that he has assigned for the current hour. Then he randomly selects one of the work or rest nodes (depends on what state he currently is in), goes there and plays looped animation. The animations right now are placeholders but soon, while in rest state he will be going to bed, and while in work state will be doing some work (i don’t know maybe some mining or carrying some rocks from one place to another).

In past hours I’ve also created a moving sun, that follows the world clock.

Things that I will add later on:

-place holder animations will be replaced with the proper ones

-UT3 character models will be replaced with my own custom models

-New Pawns in the game that will be able to see if a current work/rest node is occupied and choose from the ones that are free

- Create a decent looking enviroment for my minions (right now I keep them in a box :P ) – I have a small town in plans

- Pawns will be then divided into different groups and their work tasks will differ

- An interruption system will be added (when pawn will be interrupted in their work after the interruption is gone he will be going back to his bussiness)

- An ownership system will be added (Pawns will own their houses and workshops and they will get really mad if you will enter their houses while they are asleep)

- and some minor things like a decent UI, camera system etc. etc

Stay tuned!

TEARDROP

•May 8, 2009 • Leave a Comment

Today I started to write down all my ideas regarding TEARDROP as finally they began to shape and I thought its about time to put them down as something more concrete then just loose notes flying around my room.

Teardrop is a game that I’ve been designing for last 2 years and right now I can’t really classify it into any known genre, I guess you could say it orbits around similar ideas as JRPGs but not in 100%.

To be honest its useless to try and explain it over here in just few short words and you all will see quite soon what I’m talking about when I post my first few excerpts from my Design Document.  On this project I’m using Wiki as my base design document and you will be able to find a link to that wiki on this site soon!

over and out

T.

DM-EDEN published

•April 29, 2009 • Leave a Comment

published version of my 1 on 1 DM map for unreal 3.

It is designed for the InstaGib mutator

you can download it HERE

T.

 
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