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Development Journal
 
OddGames maintains a development journal at GameDev.net. Below is an RSS feed of the latest activity.

You can find the actual journal at OddGames Development Journal.

Caves
Wed, 11 Dec 2013

I've been working on a cave map for the past few days and I thought it was time to post a journal update. The cave will be composed of many connecting passages and smaller rooms. I thought it would be interesting to see one of the cave's building blocks come to existence.

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1. This first image is quite important as it must conform to my 3d tile size. This particular rock has a dimension of 4x2x4. In other words it is half as long as it is wide/high. This mounts to an image size of 192x224 pixels (a tile with a width/height/depth of 1x1x1 is 64x64 pixels). Other than that this image is just a clump of grey.

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2. Here the first smaller stones are outlined. I try to imagine how big I want the rocks to be in the final image and I draw from that.

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3. In this image I try to flesh out the shape of the rocks. I only use 2-3 colors as it is easiest to work with at this early stage. Intricate shapes are somewhat simplified.

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4. More detailing work, still only using few colors. One rather dull grey and another a little bit darker.

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5. Here I fill in the areas that I want highlighted with a brighter color. Trying to accentuate ridges and creases in the rock.

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6. Up until now I have only used a rather big brush. Now I begin detailing with a smaller brush. This allow for finer details. Ridges and creases get a more rough look. I also deform parts of the original shape to make it stand out more.

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7. I give the rock more contrast by filling in the shadows with a dark color.

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8. I thought the rock was a little too bright so I brought down the overall intensity.

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9. Here I have filled in the creases between each rock with a 1px size brush and a dark colour.

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10. Adding moss and earth between and on top of some rocks.

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11. Final adjustment to the rock and moss. I highlighted the rock edge against the moss, making the moss stand out more.

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An animated GIF created from the different steps above. It took me around 45 minutes to paint the rock from scratch.

Here is how the rock looks like inside the cave.
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Thanks for reading!

Read more >>


Medieval Times, office, crowdfunding
Fri, 29 Nov 2013

Office
Yes, it’s time to update the journal! For some time I have been thinking of moving into an office instead of working from home. I’ve had a good working morale when I’ve been working from home... but I think it can get even better. It would also feel more like a real job if I actually left home. So the last few weeks I’ve been in contact with a renter/landlord who rent out individual rooms, sort of like a hotel for businesses. I’ve rent a small office (around 9 m2).

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Most of the other rooms on my floor are empty. There are two sales guys, a transportation/travel business and some sort of entrepreneur (don’t know what he does exactly). Everyone seem friendly and helpful so far.

Game progress
My progress on Medieval Times crawls on. Been replacing the textured mapped text in the game with a higher resolution texture. Now texts look more crisp on higher resolutions. Have also been trying to get the demo together, connecting different maps with quests and stuff like that. The demo will be around half an hour to one hour of gameplay, I guess it will depend on the playing style.

Crowdfunding
I have been pondering to start a crowdfunding campaign for Medieval Times. I live in Sweden so a Kickstarter campaign is not an option since they only allow UK/US projects. My other idea is to look into indiegogo but I have not made much research into it yet. I am a one guy team so I guess I will have a ton of work ahead of me in order for it to be successful.

That's all for now, I need to get back to it. Thanks for reading!

Read more >>


Distractions
Mon, 29 Jul 2013

Hello again! Time for a new journal entry!

It turned out to be a little bit more involved to scale up the GUI than I first thought. Most of my connected GUI objects (frames, borders etc.) are composed of individual quads. One quad for the upper left corner, one for the upper right corner and so on. This works fine when scale is 1:1 but when the graphics gets enlarged this creates a problem. For instance; if a pixel is scaled by 1.7 it would mean that gaps begin to appear between the quads that are not intended. I thought I could round it to the nearest integer but it turned out that it was more work than actually stitching the intended quads together with a gl_triangle_strip.

On a side note, my day job has taken most of my time lately (6 out of 7 days) but I thought this GUI scaling business would have been finished faster.. in a night or two - This did not happen. However this upcoming week I will have more spare time on my hands, so hopefully I'll get more work done too.

To add something visual to this entry, here is a fight to the death with a wild beast!!!

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Thanks for reading! =)

Read more >>


GUI resizeing
Sun, 14 Jul 2013

I have bought a Microsoft surface pro to develop on during my vacation. I found out that the game graphics needs to be resized. At native resolution (1920x1080) it was hard to click the GUI buttons, texts were very small and hard to read. So the past few days I have been implementing a scale value to all GUI elements and game graphics. Tedious and boring work but will hopefully it will be worthwhile for the player.

The graphics gets blurrier as the resolution scales up but I think it is worth it. Maybe later I will replace some graphics for these high resolution monitors.

A few screens showing the scaling:
(800 x 600)
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(1280 x 800)
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(1920 x 1200)
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Click image to view full resolution.

Thanks for reading! =)

Read more >>


     
 
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