Category: progress

  • 5/12/20 & 5/13/20

    Not a lot of action, just a couple new meshes and going back to the drawing board since a new level is on the works and well, you know how that goes. First in paper, then quickly do something in pro builder.

    It might seem that i’m being too gungho with level design trying to do everything super fast, but what i’m doing is trying to nail the essentials before actually doing minute details. the more base levels i have the more content will be done and have we’ll have something to ship in the event we have to get it out of the door for reasons beyond our control. There’s one thing i need to start setting up and that’s conversations but that will have to wait till new programmer can work again since he’s been dealing with some medical stuff. Wish him well!

    i’ve also changed computers, and the time required to bake the lighting has dramatically decreased so i’m super happy about that. I wish i knew what’s causing the shadowmaps to act weird again though.

  • 5/11/20

    Been mostly busy with n1rvanna stuff. funny how things like posters take more time than hard progress on a game.

    the menu in D is almost done, just a few adjustments need to be made and playtest the hell out of it during battle, since we might want to allow players to mod weapons during battle.

  • fiveighttwenty

    wheee, the second floor is done save for a couple meshes that i’ll do either on monday or during the weekend if i feel like working. pretty happy because i thought only the first floor would be done this week, not both!

    dunno why, but some of the storage rooms i made feel very opressive.

    notes for later
    >change the font for the damage numbers
    >look into why the muzzle is fucked up
    >start mapping out a new level
    >look into a new set of animations

  • 5/7/20

    everything in the last post plus the hallways of the second floor and its doors are ready. just a couple rooms more and the entire level will be ready to look pretty.

    newprogrammer is still kneedeep with menus and other tweaks.

    slight delay since the 3d studio doing character models won’t be able to start the new batch till next month but doesn’t mean work will stop, it’s just gonna take longer for us to show polished gameplay.

    also went over details of the story/writing and i think we have a solid ending now.

  • 5/6/20

    finished more stuff, namely a reception area, the backyard and a classroom. from the first floor it remains to decorate the stairwell, two storage rooms, and a situation room, then it’s the second floor. If everything goes well this week the 1st floor should look nice.

    >the new muzzle looks awful for some reason during gameplay, still cuts off
    >start implementing all menus (augments, customization, options, status)

  • five five twenty

    Finished the base for the cafeteria and some concept art for enemies to send to the 3d art peeps.

    Newprogrammer added a new animation for the damage numbers and an assorted quantity of tweaks and bug fixes.

    gotta change this goofy ass damage animation at some point
  • feelin’ good

    today was the rare day where i didn’t feel physically like a trash can.

    ok so all i did today was fiddle with the control room, which is one of the first rooms you enter in this level. i had a semi solid idea at first, didn’t like how it was gonna look, then tried something really fucking out there. some NERV looking ass shit and that didn’t go as planned either, so i settled on a rather simple set up.

    i’ll keep detailing rooms and hallways like this and then go to the very small details, like pipes, cables, fans, even some easter eggs and what have you, but it’s important to do the larger assets first so i can get a good grasp of the atmosphere.

    shit’s looking up!

    oh and did some cute old school reflections, by duplicating the props and inverting their rotation below a transparent floor.
  • 5/1/20

    More detailing, more prop making, more texturing, not a lot else. The room i was working on is 80% done so i’m gonna jump to another one. Battle results is partially done, next is general visual polish for the battles.

  • Do you know what day it is today?

    gonna stack what i did during the early morning and throughout the actual day.

    failed at setting up cloth physics, so i’m gonna let the 3d art team handle that…

    i’ve learned to choose my battles and this ain’t one of em’

    textured some more hallways and finally chomped at the chance of decorating a room. took most of my day but still did it rather fast, i figure the rest will be even faster as i will get to recycle a lot of these assets. not done yet though, i have to do a lot more props but i’m going from large to small. i also made separate door prefabs, this proved convenient as i managed to modify all of them in one click and nothing funny happened. doors went from small to tall in no time.

    with the light baked and a rather high texture resolution (128×128), this is starting to look like a ps2 game.
    remember to always block stuff out before polishing!

    In other news, venezuelan food in buenos aires is pretty good.

  • 4/29/20

    prettying up the level and did the first lighting pass just to test the waters. it rendered at a very reasonable 25 minutes which can be less if i fiddle with the settings some more.

    might have to split levels in even more chunks as i can only render 4 lights per object with the ps1 shader.

    things to fix

    >player sometimes walks to battle and its rotation screws up a bit
    >fix the pistol rotation because the muzzle looks weird when you shoot
    >do a polish pass to the battles to include effects and a more finalized ui