Amazing how much of game design Yzma captures in a few simple words. Okay not so simple:
After a nominal 3 month hiatus as I taught some courses at Uni, we’ve finally gotten to dig our teeth in over the summer. Reinan, of course, has never stopped working and it shows: Continue reading
Playtesting Mechanics: For the first time in a year and a half of work, we’re actually making a game. Everything up to now has been designing, optimizing, and then hiding a universe.
Apple Pie. Universe. Continuing series of articles. Obey my dog!
Continuing on the topic of group dynamics.
We are all good friends. We have that going for us. We are a nicely balanced party: Reinan is our wizard, powerful arcane programming and high intelligence. Cullen is our fighter, a paladin who mediates the group and uses his high spacial awareness and stamina for 3D programming all day long. I’m the thief, a bard who uses creativity as his sword, is a jack of all trades, and often disappears to do things unrelated to the primary quest like looting and drawing comics. Continue reading
“In order to make an apple pie, you must first invent the universe.” (Misquote of Carl Sagan)
This is a continuing series about all the things that go into making an indie game, from the universe up.
Something I wasn’t expecting to learn when starting this project was management. Three very different people are coming together to try and create a huge project over a long period of time. For a team that is working on a totally digital product, there is a huge amount of squishy, unsettling, distinctly organic work to do. Continue reading
Normal mapping a floor texture: It seemed simple. It turned out, it was simple. I learned how, and then I did it. How do I feel about that? I AM A CREATIVE GOD.
I thought I would pick up where Cullen left off in his post Film Making Crossover pt. 1
Except now it’s from my point of view. A friend just reminded me that what me and my friends doing is huge and awesome and we would be sorry if we didn’t properly document it. This is true. So, documenting: Continue reading
Exporting from Blender to Ogre has been an issue that’s dogged us for weeks. We’ve cracked it, and feel a little stupid.
Artistic recreation of conversation between me and our lead (-also secondary, assistant, substitute, and only-) programmer:
Reinan continues to work on the website and the engine. You can read that as: code maniacally, drink coffee, carry on comment conversations with himself, drink coffee, update us five times a day with new versions of slidy bars to test website features, drink coffee, and presumably fall asleep each morning weeping coffee stained tears into his keyboard. I don’t understand his html encoded speech, but I know what genius looks like when it pauses mid-mad-jabber, deliberates for a minute or two, and then says very carefully: “That may be more difficult then you think it is, but yes, we can do it.”
Either way, I think our new website is a slick, sexy beast. Am I right?