Saturday, May 31, 2008
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:

Lisas room:

Magnus room:

Mikaels room:

Nils room:
Monday, May 26, 2008
Some pictures from dimitris rum.

Friday, May 23, 2008
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.



Friday, May 16, 2008
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”.

Tuesday, May 13, 2008
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:
Grass and flowers in the maze:
The spinning dude scarecrow in it’s right environment, complete and equipped with a scythe:
Friday, May 9, 2008
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:


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

Friday, May 2, 2008
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

Props for the cellar

Texture testing for the cave

Monday, April 21, 2008
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.
Thursday, April 10, 2008
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:
Some of the concept art:
The house in the middle of the island.

A bridge connecting two parts of floating island.

The Cellar

One part of floating island

The Spinning Dude (one of the enemies)