Defining Awesome — Development log
  • Status Updates

  • Posts categorized “Development log”

    November 10th 2009

    The next step is adding something to achieve a radiosity effect for realistic shading. I call it a Dynamic Ambient Map. This simulates outdoor light coming through windows and destroyed walls.


    fullscreenshotambient

    November 10th 2009

    The main reason I’m going for procedural content is speed of asset creation. An experienced artist would paint a map for L-D in 2-3 days + additional hours for making modifications. With the current map system it takes 10 minutes. As a single developer I simply can’t afford time or money (unless you give me your money) and I can make it look just as good.

    November 9th 2009

    Procedural tile generating preview

    Sophistication comes from mastering basics


    proceduraltilespreview

    Don’t ask me how this is done.

    November 8th 2009

    I’m really excited about the new Soldat 1.5.1 beta that will be out soon. Soldat is finally gonna be “professional” with a lot of new cool features. It’s a version that I always intended to create but never had the time to actually do. Wait for it.

    November 6th 2009

    Found this Cloverfield poster:

    cloverfield1

    This is the world of Link-Dead.

    November 6th 2009

    I’m beginning to understand how God creates procedural content.

    November 5th 2009

    I’m really excited! Got an idea how to procedurally generate moss, damage, stains and other detail effects that take into account geometry.

    November 4th 2009

    The problem with generating tiles from textures is that it looks like Half-Life 1 (flat). What I need to do is figure out what the artist does in a paint program, find out the physics behind it and transform that into a computer algorithm. By looking at the walls in my room I figured that what I need is Ambient Occlusion (http://ping.fm/3wLNV) that will affect the lighting. I’ll present the results soon.

    November 4th 2009

    I’m trying out several different graphic styles for Link-Dead. You can look at them.
    read more »

    November 3rd 2009

    Does anybody know the math behind the Photoshop burn effect/blend mode?

    Links