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:
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Modularity is important and so is tiling our textures. :)
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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!
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screencaps
cave xray
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Props for the cellar
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Texture testing for the cave
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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.


The Forest Ruins.



A portal.
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.
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.
Some of the concept art:
The house in the middle of the island.

A bridge connecting two parts of floating island.
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The Cellar

One part of floating island

The Spinning Dude (one of the enemies)