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Showing posts with label status update. Show all posts
Showing posts with label status update. Show all posts

Thursday, June 30, 2016

Weekly Status: 6/30 Current Events

So if you haven't seen it, I've added a new (somewhat popular - finally got to be a top weekly seller) item to the store:

My 1024px High Quality Dungeon Terrain - I got the idea for an isometric top down game and though of this concept where instead of making every single wall you could literally just use terrain to prototype your levels.  It came out better than expected!

Hard to believe this isn't using anything but terrain right?

So I also added another one, a Sci-Fi terrain as shown below:


And added it to a pack as well; so there's a whole mess of new goodies at my store here: https://www.tgcstore.net/artist/190502


I also have a new tutorial in the works on advanced lighting techniques.  Here's a teaser pic:

This isn't even a good one!


So looking forward to finishing up some of these posts and what not and starting up my own projects again.


Monday, December 28, 2015

Status Update: Monday 12/28/15

I missed my status update on Friday because I had a lot going on.

Christmas is a done deal, yay.  No more stressing about gifts and running around like a chicken with my head cut off.

Stalled projects:
Mechwarrior Dark Age game - on hold until I finish other projects.  Still optimistic I can make it work with the right engine and some porting.
My 'Neo-Monegasque' book series - ... @#$^... I've really come to hate this book series.  After getting bad feedback from one of the preview-reviewers I'm contemplating just finishing it and letting it die a quiet death.
Other books - I keep a mental fire lit, but mostly my energy is on things below.

Active projects:
I have a lot of 'pre-baby' stuff to do in prep for this kid that's coming.  Like finding a better doctor, more suitable, etc.

I did a lot of game development work over this weekend and am very pleased with the results.

The receiving 'opening' area.  I think I've finally licked the interior lighting issues on that pillar.



The right of the pillar; a visible and nearly completed docking area, ship, warning signs/lights and some of the rest of the station extend beyond view.  Had an issue with occlusion killing the objects just beyond the glass so I had to turn occlusion down to 0 to fix it for now.  I need to re position that lightray decal though.  Also missing my red lighting for the warning light, which I had to remove in the process of troubleshooting the missing object situation.  This area still needs a lot of tweaking, I think but with proper lighting it should be fine.





 I really like this hallway, what can I say.  I use it's combination of natural and indoor lighting to provide a nice looking calm scene; this will be contrasted later when things go to pot and things are all busted up.   In all, I like how it looks so I try to include this as a 'progress' screenshot so you can kind of gauge against previous configs.



  Receiving Rec Area/Dining hall.  Continues to be a source of difficulty for me with lighting artifacts that I can't isolate the source of.  That said, it's getting there.  The addition of EAI's arcade cabinets and the old cosmic diner pinball machine gives it a more natural feel.  I cleaned up some of the elements after taking this picture (Pinball machine, walls, arcade machines) so they didn't feel so clumped together.



The new area - the fusion core. Was going to be a water reservoir but had trouble with indoor water setups.   It was tremendously tricky to get the lava functional as it is but I like it.  From here there will be pathways to engineering and the bridge, as well as crew quarters.  I have a lot more work to do here but the start is looking very nice.


I was given some feedback that the lighting looks a lot better than previous screenshots.  Also that it reminds the viewer of system shock, which to me is high praise.  I think system shock most closely embodies what I'm going for here, though obviously these two are quite different. 

Anyways at this point, I'm considering a hub and spoke design for the maps, whereas I was considering something a lot more linear.  This will allow a more reusable level design, though I'm not 100% sold on it.

Another key point of progress was made in getting some older characters functioning with one of smallg's scripts.  It gives me a core AI to work around and that saves a lot of time.  I can clean it up and make it run a lot nicer with my background in AI code.  But the base is pretty good so I'm happy with that.   It also gives me access to models which I can configure for my own use.