Saturday, May 31, 2008

Week 8: Progress

Things have been hectic these last weeks. We’ve finalized lots of things but have had to cut back on some things to finish the game in time. We still got some things to fix before we can call it done.
The game world as a whole is coming together but we’ve had some problem with fps that we are tweaking now. After that it’s time for lighting it properly.

On the programming side it’s been a lot of fixing with some irritating bugs, gameplay and so on.

Screenshots from each room, lighting is still W.I.P.
Dimitris room:

dimitrisroom.jpg
Lisas room:

lisasroom.jpg
Magnus room:

magnusroom.jpg
Mikaels room:

mikaelsroom.jpg
Nils room:

nilsroom.jpg

Monday, May 26, 2008

Dimitris room.

Some pictures from dimitris rum.

dimitris.jpg
dimitris2.jpg

Friday, May 23, 2008

Screens from Nils’ room and some general progress

On the art side of things Nils, Dimitris and Lisa have continued working on their rooms, which are now nearly finished. Lisa has also started putting the rooms together, and modeled the crossbow that the player will be using. Meanwhile, Magnus has worked on the menu and splash screen and Mikael has been busy designing the cover.

The programmers, too, have been working hard implementing and fixing more things. Among these are the bottle-throwing goblin, spinning dudes, a way to turn off lights for the indoors rooms and much more.

Nils_BlogScreen01.jpg

Nils_BlogScreen02.jpg

Nils_BlogScreen03.jpg

Friday, May 16, 2008

Week 6: Progress

Programmers:
This week we have been working on implementing :
Triggers
Doors
Monsters
Audio

Triggers and doors are fully functional and working. The totem monster is the one most close to completion, but it is not all finished. The stone-”monster” is also working decent. Still waiting on any kind of mock-up on the goblin from Nils.

Level progress has come pretty far, I believe most of the people have their rooms “complete”.

crystalisle2.jpg

crystalisle1.jpg

Tuesday, May 13, 2008

Maze uppdate!

The maze with the spinning dudes is close to finished, as is the model for it’s enemy the scarecrow “spinning dude”. All the plants have been remade by transparent alphatexturing, reducing the rooms polycount from 60.000 to approx. 30.000.

Here are some screenshots from the new maze

The cage with a small spinning dude windspin atop:
mazevip1.jpg

Grass and flowers in the maze:
mazevip3.jpg

The spinning dude scarecrow in it’s right environment, complete and equipped with a scythe:
mazevip2.jpg

Friday, May 9, 2008

Fifth week: General Progress

Not much new has happened this week, we’ve continued working hard.

Programmers have been fixing with the enemies and triggers while the artists continued texturing their rooms.

Some pictures:

screenshot.jpg

screenshot2.jpg
Modularity is important and so is tiling our textures. :)

modularity01.jpg

texturecomp02.jpg

Friday, May 2, 2008

Fourth Week:

Programmers
This is what we programmers have accomplished this week.

-Scripting, console.
-Fine tuning physics.
-Reworked code for creating physical objects in the world.
-Got a statemachine up and running next week we will finish all gamestates
and start with the enemies.

CG artists
The artists continued with modelling walls, props details etc, and some more texturing. We also worked a little on the collision mesh and fitting are rooms together.

No major problems yet and things seems to be going on schedule!

.
screencaps
cave xray

xray_cave.jpg
Props for the cellar

props.jpg
Texture testing for the cave

cave_textur.jpg

Friday, April 25, 2008

Third week: General Progress

This week our programmers continued tweaking with collision meshes, fixing the projectile weapon (crossbow) and begun working at one of the first enemy templates. We also tested adding animation and a skybox.

The artists continued with their levels and props this week. Texturing has taken the majority of our time. We encountered some problems with alphas that we haven’t quite solved yet. Other than that, we are making good progress.

Collection of wips and screenshots:
The Maze.
progress4.jpg
progress8.jpg
The Forest Ruins.
progress5.jpg
progress6.jpg
progress7.jpg
A portal.
progress9.jpg

Monday, April 21, 2008

Second week: General progress

We made some good progress during the second week, artists each worked with their part of the game. Modelling the level, props and providing the programmers with placeholders to work with. Making things modular is new for some of us.
Programmers learnt nebula and begun working with the physics, we know have collision.

Example work in progress:
Normalmapped leathergloves for the avatar.
progress3.jpg

Thursday, April 10, 2008

First Week: Design Document.

This week we finished our Design document with the game concept, game play, time plans etc.
Our game will be called Crystal Isle. We decided on a medievel theme and a “stamp-collecting”/”space-invaders” gameplay.

Gameplay
The player arrives at this island to collect crystals, which are protected by various enemies and traps. When the player has collected all of them a portal opens which leads to the next world. The portal spawns in the same area as the player starts in. Each area has two fixed spawn points, one for the player start and one for the portal. You have a projectile-based weapon to protect yourself with. This weapon has unlimited amounts of ammunition. If your health hits 0 you die and have to restart the collection process.
With each collected crystal the enemies gets harder to overcome.

Plot
World is in peril, monsters have poured out from portals in the sky claiming the floating islands for themselves.
A hero is sent out to save the world. The evil monsters have already enslaved several of the islands and you have to save them and push back the enemy. To be able to stop them you have to collect crystals from the attacked islands and use their power to stop the evil that brought them here.

Environment

-Medieval theme
-Open outdoor
-Each part of the island has its own sub-theme.

The island will be divided into 5 parts (3 outdoor enviroments, 1 house and 1 cellar). Each room will have its own medieval sub-theme.

Map:

maps.jpg

Some of the concept art:
The house in the middle of the island.
husliten.jpg
A bridge connecting two parts of floating island.

bridge01.jpg
The Cellar
kallare2_concept.jpg
One part of floating island
mikaelliten.jpg
The Spinning Dude (one of the enemies)

spining-guy5-copy_liten.jpg