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uDeadGame Developer Diary by William Griffin
Posted: 15 March 2009 03:48 PM   [ Ignore ]   [ # 1 ]
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Now that UDG 2008 is over and its back to the drawing board, I’ll raise this WIP thread from its grave

First to reveal the cheat keys of the game.

Caps Lock = permanent rush, zombies win about 98% of the time

+“ on the keypad throws grenades
Just stretch a thumb from your mouse and nuke the level as much as you want.
You can make more zombies by blasting people or just blow things up.

Replacing the text inside the file: uDeadGame.app/Data/Levels/default/load script.lua with this:

-- Begin of auto-script
LockScript 
true
-- End of auto-script
if UIMainTools then UIMainTools:hide() end
gameroot
=getSceneInfo(IG3D_ROOT)
dofile(gameroot.."Data/Levels/default/default_Globals.lua")
dofile
(gameroot.."Data/Fluid/UI_MAIN_TOOLS/UI_MAIN_TOOLS.fl")
TextBox_Levels_Menu
(

Will give you the full fledged undocumented buggy no undo iGame3D editor. That will look something like this

igame3dui2009a.png

Clicking on the little zombie face will give you the “UDG_Options” window.
You’ll be able to choose any level in the game from there.
The rest of the options don’t do anything at all.
They were planned and never actually implemented.

The rest of the editor? I don’t even know where to start.
As usual a ton of stuff works, a ton of stuff doesn’t.
The game contains maybe 1% of the content I’m hoarding at sourceforge.

For now cheats and level skips might give you a new perspective of the game.
If you haven’t made it to the Arcades this is the way to go.
If you want to see hordes of humans that rush the zombies its the level names ending with ‘hard’.

I had plans for revealing this after everyone had a chance
for an initial test run before deadline, but never got another build out until the deadline!

Didn’t want to let people cheat on the outset and not be able to tell me what levels were actually
too difficult or get bored because they only saw the “zombie movie” side of the game.

Thanks to all the people that sent in feedback.
More uDeadGame to come!

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Posted: 05 March 2009 02:05 PM   [ Ignore ]   [ # 2 ]
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Feedback so far

-Mouse Sensitivity should be configurable
-movement feels like driving
-rush music gets repetetive and annoying
-instructions on walls are cool!
-a and d keys unusual for strafing…. say what ????
-movement unusual but cool!
-rush and especially its music makes for some great slaughtering fun!
-high amount of individual models!
-minimap or radar would be cool!
-zombie handling is great, can fight at three spots at the same time and still find some to open doors
-cool, how the zombies dont walk around anything, they just go straight and fight the whole world!
-levels dont appear in the playing order in the selection list and are unnumbered
-request for reverse mouse axis
-configurable keys
-more animations
-a bank battle with money flying all over
-zombies to follow more closely (need to bump zombie speed after x camera distance)
-an all zombies “Go here” or “Attack this” key combo
-human retaliation is fun to watch
-cannot minimize the game window (windows issue)
-hitting “h” is difficult, my fingers are on mouse and w,a,s,d,r,f, good thing there is “space bar” also
-long loading time from menu to “tutorial” or “play” (include all WTF binaries in next release)
-a pass through walls/doors ‘god’ mode (dangerous, might fall into space!!)
-teleport to zombies that have rushed away
-would rather see a top down approach, or at least the option for it thats just my preference though.
-wasn’t in love with the players movement, it felt as if I was skating and reminded me of the velocity type movement in Asteroids
-I had no idea how to select zombies, it seemed as if only the closest zombie would do the action I wanted
-Only thing graphically that i think you could do to make it look a bit better would be to add dynamic shadows.
-really annoying ice skating movement (sync movement to walking)
-low end video cards go to fallback mode, can’t read tutorial walls
-multiplayer requested

I love the feedback, its my favorite brain soup.

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Posted: 03 March 2009 04:50 PM   [ Ignore ]   [ # 3 ]
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Another day another dev diary entry.
Tobi fixed timing issues in Newton so the ragdolls don’t become spaz-dolls, and the player
moves smoothly again after the first timing fixed slowed them down.

Also we have a Windows build, plays great in Crossover, and manages to run five year old eMac and PC laptop of Tobi’s,
only plays music then crokes on a year old PC laptop my wife bought ‘for work’ last year.
Guess its a driver issue, I loathe touching the thing, but I guess I’ll travel that road later.

Downloads mirrors with three times the charm!

uDeadGame Mirror 1
uDeadGame Mirror 2
uDeadGame Mirror 3

Today we went Intel only after our binary forums endianess didn’t play nice on PPC.
Figures my brother has an iPhone, but is still on PPC mac…silly man.

Oh in other news the Voice of Antack, (you remember “target destroyed” and “no target”?), became a father today.
Congrats to the Murphy’s on their precious little gem of a child.

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Posted: 03 March 2009 04:24 PM   [ Ignore ]   [ # 4 ]
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<< uDeadGame 1.0 is up and ready >>

Our associate producer is still finding bugs! (and cheating too!)
The tutorial level doesn’t exit to menu, but you can get there via escape key.
Only played through that what, ten thousand times?
But zombies have maggots, and maggots get into code.

I’m not going to touch the code tonight.
I’ve had seven hours sleep in 48 hours.
I think maybe Tobi had six.

Recipe for disaster.
Speaking of disasters, we get the download up with 3 minutes to spare on the clock.
I hand it over to the AP, she plays, can’t finish levels, there are 8 humans remaining
at the end of the first level even though everyone is dead.

Tobi and I go over what one of the possible 10,000 changes he made today might have caused it.
Finally three hours later he finds that the brand spanking new binary file format is the cause of our nightmare.
Well we fixed that, but still,
1. never ever make unnecessary changes before a deadline
2. test the freakin’ thing in the deployment package, not from the source repository

I probably spent twelve hours just testing the deployment version in the last two days,
but today we cleared the binary format models before zipping it up and it all went to crap.

Anyway thats over and done with whew!
Some new feature added at the last minute (with bugs!)
In Game Levels Menu, shows main menu as a level, doh!
Another levels opening option via Command O, that I guess inspired Tobi to stick it in game.
New zombie time mouse wheel action allows you to slow and speed time after activating with Z key.
Its really groovy.
Hmm what else?
A* improved at the last minute, less people attempting suicide by bouncing off walls.
L key toggles the HUD
M key toggles music
There’s actually a screen for the controls, finally.

I doubled all the levels we had, put in a check for their level name, if they are “Hard”,
humans don’t get their default stand around until zombies show up routine.
No, they come rushing at you with destructive intent, its a massacre!

I’ve not had a chance to tweak that, but its like three hours into the game, so
I’ll have to assume anyone willing to play that long will enjoy the challenge.

Tobi was actually thinking of making humans tougher, at the last minute!
Takes 3 hours just to test the original 16 levels…he’s thinking of making
changes to AI an hour before the deadline and now we have 32 levels!
Must be lack of sleep. makes a man crazy like that.

Well and when he tested he cheated, when I tested I tried to pretend
I was a gamer who never saw this before (nearly impossible to pretend that),
and got my ass handed to me over and over again, even when I made the levels
and should have known who was around the next corner.

Damn levels get so big when people are shooting, screaming and throwing grenades.

What else was there before this day goes away and I forget it all from
sleep deprivation brain cell decay (thats real, beware)?

Must be something…maybe I’ll remember later.

Reminder to self: fix that exit to menu bug and re-upload when you
have a brain not to WTF it up.

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Posted: 01 March 2009 06:53 AM   [ Ignore ]   [ # 5 ]
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Crunch Time.
Can’t believe its here already.
Feel bad I haven’t been able to test and report on a bunch of games at this time.
Took almost three hours to get through the game without stopping to fix and edit things.
Got my ass beat so bad.
My notes ran something like

Time 00:00:00 Start Level
Time 00:03:00 Dead
Time 00:03:00 Start Level
Time 00:02:00 Dead!

Seems like really a long time, lots of pointy clicky and running around the maze, then
its all over in a hail of bullets and explosions, and yet only two minutes went by.

Threw in some last minute new models. Made a couple of extra zombies.
Got some real treats in there.

Tobi made the zombies leap over each other, it was great, like killer toads or werewolves.
He took it out, it did get a bit silly most of the time, but it was cool when it resulted in a deadly attack!
Maybe we’ll do toad invasion for our next game, Dawn of the Frog. Dun dun dun!
That would be awesome if the toads had sticky poison tongues and snatched people …thwack!

What else? Music is FINALLY in. So happy we didn’t have it running through the whole two months,
I still have the song from our first game thoroughly implanted in my brain.

Oh instructional tutorial gibberish is in, read me is done, icon is done.
I’m forgetting stuff, because its nearly 6AM argh.

Ok, I gotta get up in five hours and try to bag these bodies for public consumption.

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Posted: 27 February 2009 05:43 AM   [ Ignore ]   [ # 6 ]
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Scenes from the field of battle.

Soldiers.
soldierintroublesm.png

And their grenades.
grenade1sm.png

More fun than a barrel of zombies.
And then there was this guy:
giantsoldier.png
How’d that happen?

Now the new floating poltergeist zombie bug:
handstandantigravity.png

mysertiousantigravity.png

Neat bug, Quake 4’s corpses but just stuck them stiff in mid air.
Ours floating like in a space shuttle.

In other news took the first eight levels, made some changes now I have twelve,
added another level. Made the instruction level full of info and a blast to play.

Somewhere I ended up with like eighteen levels.
Seems like it takes hours to test the full deal.

Enabled a new cheat key that puts the game into spectator mode.
It gets all the zombies to constantly be on an aggressive hunt.
Some levels i can get through first time out with it, ok you can cheat that level.
Then levels I get wiped out two or three times, so ok you can’t cheat that level…I have
to play through the level and try to win, that doesn’t always work out first time trying.

So you have a I minimum of thirty minutes testing each level.
I could keep the game at eight levels or so, but the download is pretty
big and duplicating the fun was only a very few more tiny text files.

Tobi’s been up to so much the past two weeks I barely know what he did.
Lots of various smashing things, grenade tricks, sounds, the crazy zombie AI,
stopped the intro from crashing, added the main menu, gave us an
ugly little text status display that works for what it does and stays out of the way.
Seems like he made hundreds of changes to improve A*.

pass out time.

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Posted: 20 February 2009 04:24 AM   [ Ignore ]   [ # 7 ]
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Nineteen days since I’ve updated. 14 hours since I last had food that is not coffee.

After a week of slack and recreation and Tobi’s end of term exams, we got back to business.

Whats done:
Variable A-star grid sizes to deal with different map styles.
Some moody lighting changes.
Zombies smash the hell out of the objects in the scene.
Soldiers throw grenades.
Soldiers with grenades don’t have machine guns.

R key activates Rush on fast zombies, Roam on slow ones, they find food.
H key tells all zombies to hold position
F key gets all zombies to follow the player
There’s a cheat key! I should make it a combo.

The Arcade level is totally arcaded out. I think I’ll do mod of that with a twist.

I added a tutorial level that is easier on the player than the original roadkill start of the game.

Humans kick ass, they can really beat some zombies down.

But using the zombies effectively can dominate a level ..as long as you don’t
make a mistake and say “all zombies run over here and kill” and then a soldier notices and throws a grenade into that bottleneck of bodies.
Kerblam.

Its really pretty trippy.
Did I mention we’re making this game a text adventure?
This is the game: Developer Diary Of the Dead.

Ok 3:00 AM and my favorite brain soup is calling me.

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Posted: 01 February 2009 04:36 AM   [ Ignore ]   [ # 8 ]
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So where have I been?
Sometime this week I found cgtextures.com and grabbed too many free textures, for a few bucks I can grab 100 megs a day.
Dangerous. I might have to do it after the contest when I can spend days toying with all those pixels.

So whats new this week. Tobi finally created a binary version of our 3D model format: WTF.
Levels rip right open now when they used to rainbow wheel annoyingly.

Ah so if you’ve been reading this diary you might remember my zombie dating sim concept a few posts back.
Well, I open the local entertainment rag today and what do I see but some emo bands advertising
their gig with a pair of zombies on a date sipping their eye ball and blood plasma float.

Then there was this bug this week.
Our AI knows how to pick up women, for $19.99 they’ll teach you how.

picupchicks2.png

They even live alternative lifestyles.
pickupchicks.png

But its always the same girl.
She must have some magic under that brown uniform.
Tonight my daughter helped me get her ready for a big date.
Better than Barbie.
tmillerzombie.png

Tonight I’m playing through a level and I slip through a door via the weird slipping through doors bug,
my zombies are far behind having some battle or beating down doors or something, I come into
the big room of doom and what is waiting for me?
A Homicide! Call CSI!
udghomicide.png

Who killed them?
Well I think I know, because as soon as my zombies broke down the door,
some dude was pounding bullets into them when some other guy came
along and just opened up on the whole scene and that first
dude went down in a hail of bullets while in the middle of a kick attack.
It was awesome!

There was a girl at one point that beat down three zombies in a row
with her +10 sensible shoes of zombie slaying before being
tackled by a whole football team worth of the undead.
Thats the meat of this game: the social interaction of diverse cultures through martial arts and fine dining.

A week or so ago I started putting debris and furniture in.
We used particles which let you thump these things around.
But then tonight I put a whole bunch of stuff in as regular
objects with some health and it was super awesome.
Zombies were raging at all the furniture in their way
trashing the place up like mad. Perfect!

Choked the frame count though, maybe they aren’t using LOD.

Still tons to do, all kinds of fixes that aren’t done.
I guess I’ll have some coffee and look into some of that, or maybe I’ll
take a break and read “Game Design a Practical Approach by Paul Schuytema” since
“Lua Programming Gems” practically melted my brains
and “TRS-80 Graphics for the Model II and III” isn’t really relevant tonight.

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Posted: 28 January 2009 05:29 PM   [ Ignore ]   [ # 9 ]
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Ok small levels are in progress.
Its amazing how ‘big’ a small area can get with a few twists and turns
while people are screaming and shooting in the dark.

Tobi’s nose deep in books for a few weeks. So I better keep track of bugs and issues. Lets see.

This is kind of cool. Maybe we could do something with it.
But its not planned for so it could ‘disarm’ a person who should be armed.
Zombies with guns.
gunzombie2.png

Running into walls is making level design difficult to say the least.
It would be fine if they sensed the wall and fell down and got up to follow
a command later. BUT, humans do it too and making them easy prey, which
is sometimes the only way the zombies can catch them on some of these levels.
runningintowalls.png

Would be kind of cool too if humans sensed they had just bashed their brains
out on a wall and passed out.

Police harassment has gotten out of control.
upagainstthewall.png
As you can see here this zombie is peacefully running into the corner to study.
This officer of the law however is pushing and shoving him ceaselessly.
Neither actually went into combat with the other.
Zombies should stand up for themselves!
I kind of like the idea of this cop not knowing this is an undead and just
trying to make an arrest. Opens a whole police station level thing.

Clean needle exchange would have prevented the infection from spreading.
saynotoneedles.png

BFG
bfgpolice.png

Zombie elevator from hell.
zombiegatetohell.png
If that was intentional and the zombies some kind of animation it might work.

I saw some japanese game, OneChanBara (within insurance commercial and video)
with some girl in a g-string slashing zombies, and came out of the ground, through concrete….with chainsaws, and/or on fire.

Why am I sticking to near reality when I can totally make up crazy things?
Lets see, people in our game are all teleporters, yeah, and they appear
through portals out of thin air so you can bite them.

Game needs more blood, so lets see, every person you bite sprays about
30 gallons of blood, first they spray ten gallons, then randomly they twitch and spray another 10 ten, and
then when you make a kill the bodies that have ten gallons left all spray, and you bite people until the level is filled with blood over your head.
Levels will scale in size from an airplane bathroom to a football stadium. Yeah.

Obviously we’ll need a girl in a g-string.
So it will be a dating game too, so its like you pick up women zombies in g-strings in
a post apocalyptic world, and go on dates, chewing up humanity.

It’ll have to be a MMO too.

Yeah.
I have a feeling this is all very much already in progress somewhere….

Speaking of progress, writing the A* data to a file and using it for loading
has sped up level load times, next stop a final binary format for our textual WTF files
to speed up that portion of loading.

I’m off now to put together very small ‘arena’ level. Should be a scream.

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Posted: 25 January 2009 02:50 PM   [ Ignore ]   [ # 10 ]
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Sunday.
So uninspired. Is it normal to want to work every single day on a project?
Probably not. Other people take days off for hobbies or ‘family time’.
I do both daily, so days off.. what are those?

Since I have no inspiration to create something new nor to fix what may be broke,
I shall introspectively look at why things are broke.

Obvious things that need fixing:
Some polys are attached to the wrong bone, mostly in ankles.

AI can’t deal with level designs which is why AI team tactics
games are rare and few and many have become first
person shooters or coin collectors because the AI
problems hinder production and testing.

AI can roam the whole level of their own free will.
What a great pain in the ass.

Can’t plan for anything. Stick some people in a spot
figuring “ok this is a buffet” or “this is an ambush”.
Nope, freakin people run in every direction.
They come from where I least expect and plug
my zombies full of holes.

Randomized weaponization of AI is a nightmare.
For me.

I think maybe it will work for players but its
really hard to plan for that right now.

UNLESS, the whole point of the game itself is the random zombie scenario.
In that case we drop the ‘story.

Its possible but hard for me to say yes to, because I’m stubborn?
Or because I don’t have someone else saying “yeah freakin brilliant lets do that!”?
Or because its an arbitrary decision that could lead to chaos?

Oh because we can’t tell what these little AI people are going to get up to in there.

I load a level, I walk away to maybe eat, and all I hear from this room is
moaning and screaming and gun shots. What are they doing in there?
I make police and soldiers, and I put them on the levels, it doesn’t help.

These things they weigh a mans soul so that he does not rest in death and wanders
the earth feeding on the flesh of the living.
Yep thats going to be the opener for uDeadGame, the game fan corrupted into sleepless developer undeath.

Let me eat your brains and absorb your knowledge.
I feel like that a lot at iDevGames.
If cannabilism actually worked to give you a persons knowledge, I’d be overweight and really smart.

Lean mean and thick as a tree is the reality however.

So working without a brain feast.
Where was I? Oh bugs and troubles.

Game scale is a huge issue. Its really impossible to know what I’m dealing with
in terms of the map from either iGame3D’s 3D scene or AC3D. At any given
time I can be at any scale anywhere in 3D space.

Then I’m in “game mode”, and what seemed impossibly small in my deific viewports is now colossal.
It really comes into play with textures.

Suddenly I’m dwarfed by a single brick and all those details in texture and
perspective I worried over in the bright world of a 3D program
are actually deep in the distant fog unseen by all.

But also on the map itself, what seems like a small map to build,
turns into a huge maze when I have to run around it chasing
the AI, and getting the zombies to figure out a thousand
nodes of terrain that I’m pretty much randomly interjecting
because it ‘feels good’ in god mode to put all my little world bits just like ‘so’.

I suppose the Living Inn and Alley levels have set standard for size of a general level.
That alley is a …trip.

I really want huge levels, huge adventures and scenes that I could never
single handedly gather all the textures and models for.

There is a hunger for that, I’ve become a 3D content zombie, raaagh!

Ok so scaling down is good, I’ll have to try that and experience it.

The levels to date took me a few seconds to ‘doodle’ on a 2D map
and project into 3D and they are for the most part labyrinths,
which had its attraction a month or two ago when I could
just drop a random FPS script in there and go around
bouncing off walls.

But when you have to feed eleven moaning and starving
mouths ,you want the trip to the flesh feast to be not so confusing.
When you have to place doors and furniture and dood dads
to suspend disbelief, you want it to not be an all day project per scenario.

When there are fifty doors you don’t know where your zombies are
or where you are getting shot from.

I just don’t want to do a lot of level loading, but I
suppose it is a sacrifice worth making.

The trouble with level loading is, I hate it.
The screen goes black.
Maybe you get a beach ball.
Sound stops.
No room for “maybe pay attention to this important information” text.
No intro music while you wait to set the mood before the screen comes back.
Sucks.

If you are in full screen and it either takes too long
or actually faults its like falling into the abyss.
Black screen level loading. Its wrong, like a crime, right down there with littering.
Something should be done.

What else before I forget to remember to write it down again.

People really need to be scripted better, this all in one,
or four AI is too much ‘reality’ and lacks character.
We need a couple of predictable “personalities”.

There are women in this game, wearing fuzzy short skirts, that will beat your face.
The zombie’s are like “fuzzy hugs!”
She’s like “Talk to talk the heel”
THUD

People are beating up zombies left and right.
Its a gamble with the gameplay to know what will go down,
if a level will be difficult or if it will be a horroshow bloodbath.

There’s a really fine line. I kid you not!
I suppose its up to ones sensitivity to such things.

Many other games are simply “shoot the weak point until its dead”.
Our game is “catch dinner and multiply, two necessities of all sentient life.”

Its science!

In fact I’ve been leaning toward the “zombie experiment” angle of a game.

Where these zombie scenarios are carried out in steel framed
caged areas by a research facility. You’re ‘player’ is basically
controlling a zombie and through that controlling the other zombies to
do your bidding in war games scenarios.

Like a military UAV only… Unmanned Autonomous Vector, the walking corpse weapon.
Play dramatic music now.

Could work.

The trouble with the original plot as I’ve scripted is that
personally at the end I want more.
Like “every zombie scenario you could come up with” more.
Which isn’t really possible, but a dead end for the zombies just seems wrong.

There’s this ‘science experiment’ idea.
This ‘undead on the highway’ idea, sort of like Bill Bixby the The Incredible Dead!
Old people will get that joke, young people will have to Google.

Oh man, I had this one from years ago, where everything is a movie set,
and the director yells cut, and people and zombies get up out of
their blood pools and go have coffee and the techs change the set while you
review and edit the action into a final feature length zombie film.

35 days or so to go, we’ll do that.

Alright, now I’m inspired.
Time to work.

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Posted: 24 January 2009 04:44 PM   [ Ignore ]   [ # 11 ]
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I’ve been building little town structures.
UDG_Neighborhood.png

I got tired of the indoor levels, and I really want a gas station and a diner,
however I got industrial slums. I think thats 41 buildings, all using one big texture file
which I have a feeling Tobi will tell me his eMac chokes on.

Now to make a little door and window smith function so I don’t
have to manually place all those doors and windows.

Fun!

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Posted: 22 January 2009 02:23 AM   [ Ignore ]   [ # 12 ]
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That last post sounds like yoda wrote it, I really need sleep.

I want to redesign the first level.
I have this idea of a longer road, maybe a crossroads and a few more pitstops before the big building.
Since we are not sticking to the dungeon mapper gizmo level building system
I went ahead and plotted out a city in AC3D.
Oops.
Thats not really working, as the scale is way off.

Great if all the buildings were going to stay 20 feet away but
not when you can bump your face up against it.

So I’m going back in and making some buildings that are
attackable for the zombies. That one hotel just
wasn’t enough for me. So I’m working my way
up to a strip mall, maybe a farmhouse.

More of that later, now its time for sleep face.

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Posted: 21 January 2009 06:29 PM   [ Ignore ]   [ # 13 ]
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This is a quick all in one scene I made to review all characters I’ve
modified or added to the game in the last week or so.

newpeople.png

Already the thugs are a big improvement over the woman screaming in
the first level and I can save the clean cut
people for the office buildings.

What were all they doing in the seedy motel anyway?

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Posted: 21 January 2009 02:06 PM   [ Ignore ]   [ # 14 ]
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rrragagh.
I feel like death warmed over, left out to get cold, and nibbled on slightly by rats.
What did I do yesterday? Something. Day before was making undead folk.
Ah so yesterday was increasing our police presence, and boning
the great boney skeleton hand of doom.

Then I spent an hour or two trying to make a simple test
level crashed over and over over. I just want a nice flat level,
but no, crazy A* has to be scanning the universe for walls
and 21 3D entities seeing into infinity is apparently
more than an iMac can handle. I guess tobi will
modify whatever needs modding to make them lest
apt to seek their creator.

Then I passed out earlier than usual, ie, 9PM instead of 6AM.
So sure enough I was up to have a coffee at Midnight.
By 1 AM I was awake and Turbosquid took my money again,
I was up to oh 8AM or so, boning the thugs, the swat ninja girl,
and zee zientizt.

Oh I got this great low poly building for $3, 240 polys and a 4Meg texture.
Crashed three apps I tried to open it in, finally blender handled it well.
Thank goodness for effective free software.

I think that texture can be reduced to like 500 K, its has so much
repitition that can be cut out, but that will be a concern for another time.

I’m half in the mood to start some new levels.
But I’m also ready to go back to bed.
eenie meenie minie moo.

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Posted: 19 January 2009 05:55 PM   [ Ignore ]   [ # 15 ]
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Monday blahs.
Spent last night degenerating models, ie, turning a bunch of living people into undead people
with my old and so slow Photoshop cs2. It drags so bad on this Intel Mac.

Turned one of our guys into a cop.
Gave him a mustache too.
Was hoping my little cheat would work for the other characters
but they are a bit too uncop like for the trick.
Maybe I can glue their faces on this guys body.

That seemed to work for some of my other image/model multiplication.

This weekend I started placing the unnecessary objects around the levels.
Hilarious. I forget to adjust their team and entity relationship and there
goes the screaming desks and potted plants running amok through the
level being eaten and reanimated by the dead to consume the living.
I want to have an “everything screams” mode, where all objects
are alive like some Disney nightmare.

Anyway I put all these objects in and they block up the levels
with their huge bounding boxes. So I whip together a little
function that converts them all to object emitters.

We don’t have a function (yet) that tells a specific live
emitter to emit a new kind of object that isn’t in its
data, I added a little function to create new emitters
so this wouldn’t be a problem until we have the
other new engine level function.

On that note I got sidetracked with my new object emitting super powers,
and started creating a BASIC interpreter using 3D objects of 8-bit text emitted as particles.
A total hack of a BASIC interpreter, but it was an engaging experience to try.
I can fly over my program listings, in theory I could replace the flat characters with
solids and build game levels out of the text. I’ll get around to that.

Now I should get back to work.

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