Archive for April, 2012

User baby needs a name!

April 29, 2012

Update LOL tied!


What should we call this adorable baby user… 😉 It is the last stage before the user dies from the drug use and the most dangerous…

pusbuckets gone WILD!
20120430-205553.jpg

Got a lot more done on the list here: For now sleep =)

I should be able to finish up the sky box today

April 28, 2012

Video:

(CLICK FOR LARGE IMAGES)
Here is another building variation. More later I cranked the light a little to get more contrast and detail =)

and Now in the scene about 10 times over…

I think I will leve it there I will ahve other items in game like the energy running through it in beams that are moving (given I have the processing power left for the extra cool factor =) )

More evolution of a city skybox! =)

April 27, 2012

It is getting there =).. need more stuff! =).. I am learning blenders rendering engine as I go.. again I WISH I could use 2.62 it is really nice and free =0..

Almost Friday!

April 26, 2012

As the process goes on I will try to upload images tonight =)…

I forgot to mention I ordered my AEV 3.5″ lift for the jeep finally..I bit the bullet! … Now to find some time to install all of it =)…

The building before destruction correctly textured =) and yes very dark .. I want it to almost be just a silhouette.

One of many buildings I will work on tonight =)

I wish that I would not have to redo all my scripts to move to Blender 2.62. It has such huge improvements in rendering capabilities….o well I will do my best with 2.49 until after Cursed realms ships then I will go through and update all the scripts into addons … argh…

I am still working on the skybox setup. It will take some time as I want it to be just right as a smoking city that I can flip a bunch of skies and to and tweak quickly into different zones =)..

Here is where I stopped last night after getting the smoke plume done. I now need to destroy that building and make many like it =)

You will not see below about the lower 50% or you should not be able to at least =)…I feel about 25% done with it so far =)

In blender 5 this is easy!

However, that would not be much help except for rendered cut scenes and all mine are in game engine.. but still the rendered assets could really use that power argh… The best part is blender is FREE! =)

Someday those effects will be real time (Perhaps if Voxel technology ever comes around…)

Skybox system in..

April 25, 2012

Using fog to fade out the lower part of the building.. next the building =)..

Mach-ing up the city scape.. startng to get the scale correct =)

Here is the skybox at work now time to add the destroyed city =)

I wrote a script to create them in blender and the results are great. I need to finish it now. I want to add a bunch of bells and whistles to the skybox scene. Here is pusbucket feeling alone in the void! =).. it is centered on him currently for testing…

More when I get time baseball tonight for the last time…..

Really got some stuff done last night..

April 24, 2012

Skybox Time: This could take a few days. I want to create quite the look when you are in first person. I want an awesome looking dead end of the world night sky =)…. so I start now =).. Things are moving and that list is really starting to diminish =)

http://ryanmitchellgames.wikispaces.com/TO+DO+LIST

Here is what I settled with for a gold node…

Here is the metal shader:

I finished a huge chunk of the alpha test list. After I got the systems redone I had the pusbucket,babyuser,imp, and user medic all redon in 45 minutes! The upfront work really pays dividens later!… I even created the death anims hit anims and effects for the imp and baby user in that time. One thinbg I have definately learned from the years of mistakes is a good design paradigm mixed with a ton of up front tools and planning for future content can cut your dev time more then half and save you a ton of headaches 🙂

Sorry for typos I am writing this post on the iPad. Not that I would be any better on a desktop 😉

More shots soon as now I am moving back to the graphical side of things 😉 (the fun stuff)

Here are the next set of targets 🙂

Level enhancements:
– Create Gold pockets.
– Adjust the lighting for a more dramatic effect.
– Move the main light more overhead
– Add in different tops for the full dirt nodes. They are picked by a mod of their X/Y coordinates. Make them more jagged and standing up higher in the air for effect when in first person.
– Add a sky box for when you are in first person. A twisted night sky with the moon split in half and a dusk sun in the horizon. Also have energy waves passing overhead with a nice shader representing the tears in the dimensions. have distant destroyed sky scrapers whos bases are obscured by fog (alpha them out at the base just after the sky reaches full alhpa so the levels fog color takes over or use a masking plane that takes the fog color with alpha up to revella both sky and buildings at a fill rate hit).
Level creation:
– Load and start manipulating the script in the iPad. Create and save the level. It is time to get alpha warming up.
– Rework the helper model the talking eye needs to be slimy and like it is stuck to the screen.

Motivated this week to get some serious movement….

April 23, 2012

I am almost done with the new weapons system and AI interface. MUCH MUCH better and it will save a TON of time down the road. Tonight I plan on getting the Projectile systems finished and wiring it into the medic that uses a plasma pistol as his primary weapon. For now though the day job! =)

Happy Monday more when I get it done =)….

Working the list…

April 22, 2012

http://ryanmitchellgames.wikispaces.com/TO+DO+LIST

http://ryanmitchellgames.wikispaces.com/TO+DO+LIST

Hopefully things will calm down now that baseball is done and I can get on track to get this baby done!… Time will tell have a great sunday all I will be behind this PC and then outside to get a break! It is a wonderful 80 degree day here in Mansfield Texas =)

Still doing the list…

April 20, 2012

I have the new weapons system in and am VERY happy I did it. That will save a huge amount of time and headaches later. I finalized the effect attachment system (which means really anything can now be attached as it is at the transform level.) Now it is time to continue down the last after I get the new projectile object in. More when I get it =)

Here is the new attack effect for Pusbucket…. a shower of blood and goop as he uses his mighty fists to pummel you and your minions =)

A video of it in action… I need to put in a backdrop to see it better but o well =P

Thank you sir may I have another =)

April 19, 2012

Wooo man baseball almost done so there will be a chunk of my life back to work on cursed realms. I am currently reworking the weapons systems to get them more into the design pattern. Pretty meticulous work but I want like Mission Europa to be able to have TONS of weapons and looks =)… More when I get a breath

Working the list…

April 18, 2012

Death effects in… this is running on my mac mini so the frame rate is not so good … runs like a dream on anything else.

This is the rough version of course animation and art tuning will come later when the alpha team has a version in their hands =)

Weapon systems need a simplification I see a nightmare in the future so I am going to start that soon tonight hopefully… the systems need to be easily understood and to implement right now they are really open ended but over complicated…so time to fix argh…..

Trouble finding work time right now.

April 17, 2012

The day job has me retooling the office to use revit so that is eating me up and at nights we have baseball right now (which I love watching my son play).. I am makign progress slowly and when these lower end methods and systems are done they will quickly scale with content additions. Things should be clearing soon for faster progress on the “LIST” =)

Hope you alls tuesday went well -=)

Current list objectives.

April 16, 2012

Combat enhancement: (Place a Human and a User medic in a box)
– Move Attack Anim to a play when needed mode.
– Add death effect for Medic of blood and soul leaving the body
– Hit effect for the user baby
– Hit Effect for Pusbucket
– Hit Effect for the imp
– Attack effect for pusbucket

The road to alpha list is here:
http://ryanmitchellgames.wikispaces.com/TO+DO+LIST

Happy Monday I know mine will be a super busy one… but better then not busy and sitting at a desk! =)

Working the list down

April 15, 2012

The first thing on the list took some code work in the skeletal animation code. Here is the result.

When the user medic is hit he now shows a reaction to the hit… SO much more alive and less computerized then just going forward after taking a hit.

Next thing on the list is to add death animatins and modes to the AI unit object.

The list to alpha!
http://ryanmitchellgames.wikispaces.com/TO+DO+LIST

O and I wish someone would port SmashTV to the device =).. And that sequel that was an army game with the same mechanics I cannot remember the name. It was a quater sucker though…

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Death Anim now in =)… I have to add in the functionality……

you can kill me now….

April 14, 2012

it seems the bleach anime series might have ended…. wtf.. we go through a whole series of what i see as fillers and then nothing ….it is over… argh… man this does suck I LOVED bleach…. btw i have to live with naruto which has etched out a living imo… not pushing any envelopes… just existing… anyway my anime rant… man this SUCKS…. best series ever is ending and ichigo never got to the power of the captains by any visible measuere… SO PISSED… anyway saturday cursed ralms will get some love =)

yes still pissed … the creater said a year ago he had ten years of story… BS…argh

Wow it really is evolving quickly now…

April 13, 2012

Since just a few changes in the right spots evolve the whole system things are really moving =). I am still just working through this list here…

http://ryanmitchellgames.wikispaces.com/TO+DO+LIST

I am adding in some animation tweaks so the AI shows more response to damage. I wish I could have all the pretty animation blending but I am using instancing so we can have enourmous battles not just 5 on 5 but more like 50 on 50 =).. We shall see so far it looks very promising. I sure wish I could do this full time =).. but job stability and the game industry seem to be mortal enemies =)….

TGIF! More if I get time tomorrow will surely be a big game work day along with Sunday supposing we survive it…

I will also be splitting time this weekend building my freaking tornado shelter we had 2 swing by us last week within a mile… so I think its time =)…

With four feet of hail accumulating in the pan handle and this forecast tomorrow …


Lets hope we survive! =P….

TGIF like I said…

Short term goals

April 12, 2012

Here is the list as I work towards alpha. From now until alpha game-play testing I will work off a list. I go in fixing these and as I see issues I will update them here.:

http://ryanmitchellgames.wikispaces.com/TO+DO+LIST

Pus-y needs to loose a few =)

April 11, 2012

I am having fun walking around as the characters \=)… This is me taking over a puss bucket and checking my gut out =P…

Here are some shots from an imps point of view =)… these guys have no chance =P…

slow but steady!

April 10, 2012

The view when you are the slimy addicted morphed baby user from the floor scurrying around..

Update: going great! I have the baby slimy user now controllable. I just need to add eye bones to 3 more units then they are all playable. I still need to add some effects to the other guys with their attacks. Pretty cool game shaping up here,…. what other games lets you be every character in the game in FPS and use their attacks and abilities along with building and base construction!

Tomorrow I will get the other guys controllable and start having some death match sessions with them and see how they behave. I will tweak their skills and effects then and get back to level 1 construction!…

Update:

Here is me editing a level a little then possessing and releasing a minion. I fire his gun but there is an animation glitch. That is next tonight =)….

My day job has really been killling me the last few weeks but i am still getting some slow and steady progress. I wish apps that take time top make could float the boat but alas the day job will continue =).

I am down to getting all the abilities working in first person mode. I plan on having up to 4 weapons per minnion. Some will be abilities also. For example, you could be the medic and firing your rather weak blue plasma pistol then decide to turn to a fellow fighter and press attack 2. That would fire a healing bolt. As another example you could be an atlantian and fire off a large shield to protect your AI units around you. Another option would be to de-posses your minnion then buff from the command/construction view and then re-posses the minnion. This game will have so many playing options I cannot wait to get to testing it!..more when I finally get time. Things should really calm down towards the end of the week and saturday looks like a rainy work day! =)

Happy Tuesday!

First Person Mode …

April 9, 2012

That is where I will be for a few days. I want to really nail it. I might also be making a sky-box for the sky part of the scene. I really like leaving it open for artillery to fly =).. Trench warfare really adds a lot more then straight out dungeon. I have a realyl rough week at work but nothing at night so I should be getting a lot done this week =)

Happy Monday all!