Project PewPew, Day 34875467, Afternoon

Sorry, stopped working on this for too many days.

Not much has changed, there’s a basic GUI (with health, score and number of lives), got a infinite scrolling background (a big ass cylinder that rotates on the vertical axis, textured with white dots on a black background…the inspiration was the moment I remembered a zoetrope). Also the enemies now shoot.

Right now I’m finishing the model for “Enemy 2” or on a more fantasy inclined naming a “Dolphin” class spaceship (don’t quote me on that name).

Tomorrow (well, it’s 3 in the morning, so…in a few hours) I plan to work a bit on the “Game Manager”, more exactly on the enemy spawner part of it. Then to think about how to ramp up difficulty during gameplay. If by the end of this I still have some patience left, might work a bit on the basic enemy A.I..

Overall, I have to admit this project is going exceedingly well, considering I’m the one working on it.  tuzki_wow

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Project PewPew, Day 2

After spending a nice afternoon hiking, I decided I should try to do something unusual, work on a project. Only a little bit of work, I’m tired.

So “enemy 1” is modelled and textured as seen on video. Yes, I should think harder when I come up with names.

Oh! Yes, the goofiness of the models and textures is intended, although it’s not like I could make much better than that.

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Project PewPew, Day 1 (video)

Player spaceship modelled, it moves and shoots (it also plays sounds, not included on video).

Not much by anyone else’s standards, but quite a bit of progress by mine.

Tomorrow: design, model and texture one of the enemy ships. Then work a bit on A.I.

Obviously being as lazy as I am, progress will slowdown quite a bit in the next days.

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Project #363092.8

Yeah, another one, but this one is being taken so seriously by me that the codename is “Project Pew Pew”.

A quick description:

3DBuzz “Simple 2D Shooter” tutorial mixed with Macross for the NES = Project Pew Pew.

Expect this: Barely playable + bad 3D models + crappy textures + even worse sound effects.

Let’s see if I ever finish it.

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Random thought…again

As I said before, as someone with interest on horror games, I occasionally check Frictional Games blog,  the reason for this post is that only now while watching one of their videos about their new scripting engine, did I notice one stupidly obvious thing, the name of the engine “HPL” is the initials of Howard Phillips Lovecraft, funny guys the guys at Frictional Games.  :-)

Although I’m ashamed that I only noticed this now, I’m even more ashamed because I had already read the wikipedia entry for their engine and never noticed it was right there: ” The engine, named after the initials of horror author H. P. Lovecraft“.  tuzki_bang

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Now for something completely random.

So I was playing Vampire: The Masquerade – Bloodlines (I seem to do that once a year, interesting.)

And as usual I loved the dictations of Dr. Alistair Grout, the malkavian primogen, I wanted the audio files so after a quick search around the web to find where the hell the audio files were stored, I found that no one knew or if they knew no one said anything.

So, if you also want them, there are two choices:

1- Rip them yourself, use Quick and Dirty Bloodlines Tools (a.k.a. VPKTool, here ), the files are on pack000.vpk , named: “dictation_message_1” to “dictation_message_9”

2- Here (7z file): Click to Download

Bellow you’ll find the transcription of those (Well…they are not really the transcription, they are the text of the in game subtitles)

Continue reading

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Working on this one now

Back to my old “escape the room” point and click. Named “Project 32”, while that name started as a joke, it ended up being part of the whole concept.

I already talked about this project a couple of times, but last time I ended up not restarting work on it.

Finally decided to use Unity to make it. Other contenders were Wintermute Engine and Flash.

The reason was because I needed more practice on everything related to Unity.

So for now I’m making 3D models, as usual they will be as simple as possible, after finishing the 3D models I’ll start coding, I believe most of it will be reasonably simple.

Anyway I still have to write all the puzzles.

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You see that door?

You do…good, but be aware that that door does not simply give you access to a building, no sir. It is some sort of time and space manipulator, do you know why?

Because the freaking building behind has an interior area that could cover the entire town.

Yes, as work starts moving forwards I start wondering about things that look like no brainers but are not, for example, most of the time – at least on adventure/horror/survival horror games – the interior area of a building/structure DOES cover quite a bit more than the exterior would make you think. And that is a problem for me, mostly because I like to be accurate when it comes to scale, but also because on this project the interiors are not a different map/scene, the interiors are…well…inside the exteriors. tuzki_bang

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Today on v69 dot tk

I hate to come up with post titles…HATE!!

Ok, now for something completely different.

You might have noticed that I tend to over-analyse and over plan things (please, tell me you did not notice :-) ).

So, the game isn’t even 5% finished and I’m already planning if the game will be free, free with ads or extremely cheap but not free (haha…truth be told, I’ve been thinking about it ever since we started the project). I have yet to reach a conclusion. (yes…this was supposed to be a meaningless part of this post)

Another thing that has bothered me ever since the start is…that I fucking suck at ‘sculpting’ terrains, while I suck at lots of ‘disciplines’ needed to finish the game, this one bothers me in a very special way, because every time I try to make a terrain for the game I end up not using a single bit of logical thinking, e.g. the current terrain, the things that were supposed to be mountains  ended up looking like walls since they surround the terrain in a very…errrmmm…vertical and geometric way.

So for the fourth or fifth time I’ll remake the terrain, one day I’ll end up with a good one.

Anyway I’m back to my productive days of work on this project, which, looking at the past, will end somewhere between this week and next week, since I have a tendency to get bored of it after a couple of days and then stop for months.

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The usual…

So, last time I posted, I said I was working a bit on the game. As usual I started pretty well (did 2 or 3 models) and then simply stopped. That’s my typical modus operandi, full steam for one day or two and then a big stop for 2 weeks or more. I guess that’s part of why after 1 year there’s no noticeable progress on the project (to my defence we did restart the project in September 2010).

Thinking on the positive side of things, during those stops I always get some new ideas, or plan a few more details. The latest planned detail was the camera FOV, seems like Unitys default 60º is a bit too much, at least for correctly sized 3d models, so I’m testing 45º and it looks nice enough. Before someone thinks “But X game has a >80º FOV and looks fine.” two things: models were made considering a large FOV…AND most of these ‘big ass FOV’ games use the horizontal FOV and not the vertical FOV (Unity uses vertical FOV).

That’s all for now.

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