Skip to main content

The name of the game.

 It's possible that I've settled on a name for the project after nearly 2 years of it being untitled. I'm still not 100%, as giving a game a name pretty much ties down what you want to do with it. From that point you can't go and change a lot of what you've done without the name seeming to be a bad fit. That's unless you've got some vague name like "Dirt" which could be about anything. I think "The Treasures of the Deep Dwellers" is a good working title, though it'll probably be more of a module title, with later releases having a core name. It has the tag line "A level zero adventure" which reflects the idea I have for the game as being more about stretching out the lower levels, that time before players become lightning bolt chucking, +5 sword wielding demigods. I want a low magic, low power adventure, where things like food, potions, scrolls and tools and using your brain is more important than just blasting everything and then casting mass heal on your party.

The dwellers of the deep. 
The result of my second attempt at hand painted textures.

The deep dwellers of the title are Morlock type creatures. They are divided in to two castes, citizens and slaves. They are the twisted descendants of the great empires that once ruled the Earth before they destroyed themselves with an apocalyptic war of magic. The Citizens are more intelligent but physically weaker, while the slaves are pretty stupid and cowardly, but are tough and strong and suffer no penalties for fighting in the dark.

To go with the tile, I've finally got around to putting the finishing touches to the title screen. This is an in game render running at 60+ frames per second, it has a single 1024x1024 texture plus a small texture for the lamp. I tried to give the scene a bit of narrative while making it look like an old school adventure pen and paper module cover. I may change the text a bit, and a few other things later but for now it's finished and ready to be used in game.


Post a Comment

Popular posts from this blog

Make your game models POP with fake rim lighting.

I was watching one of my son's cartoons today and I noticed they models were using serious amounts of simulated rim lighting. Even though it wasn't a dark scene where you'd usually see such an effect, the result was actually quite effective.

The white edge highlighting and ambient occluded creases give a kind of high contrast that is similar to, but different from traditional comic book ink work.

I'll be honest, I don't know if there's a specific term for this effect in 3d design, since my major at university was in traditional art. I learned it as part of photography.

You can find plenty of tutorials on "what is rim lighting" for photography. It basically means putting your main sources of light behind your subject so that they are lit around the edges. It can produce very arresting photographs, either with an obvious effect when used on a dark subject...

..,or as part of a fully lit scene to add some subtle highlights. See how alive the subject look…

How to... build a strong art concept.

So you want to make some art assets for your game. The first on the list is a Steampunk Revolver for your main character to shoot up Cthulhu with. Quickly opening your internet browser you start with a Google image search. Ah, there is is!

It might be a good idea to find a few influences so you don't accidentally end up copying a famous design.

Just mash them up and you're ready to go! Off to your favorite modeling program.
But wait! isn't there more to building a strong design concept than that?

Of course there is.
One of the diseases of modern design is that of recursion. Everything is a copy of a copy of a copy. This is especially a problem with "historical" concepts. Over the course of that recursive process the concept becomes infected with modern design elements, and ends up looking very similar to everything else that anyone else has ever made.
If you want to come up with a really fresh idea, you have to get beyond secondary references and go look at real …


Ok, so it's not exactly skynet, but I have got my first AI state working, kind of.

The first state is "HOLD" in which case the agent stays in place where they are and shoots at any unit that comes in range. When I started writing this module, I found that the existing method of triggering actions wasn't good enough to allow the AI to choose the best weapon or target. It worked by simply sending a command to the unit to trigger the currently selected action.

If the action is valid, it triggered, if not it didn't.
That's fine for play controlled units, as that's all they need to do. But AI needs to know in advance if the action is valid. The player can get that info from UI feedback, but that wasn't available to the AI player.

There were three problems:

1. The UI feedback duplicated code in the action trigger function. These  two sets of code could get out of phase so that UI feedback was wrong.

2. The action trigger didn't give enough feedback for …