Defining Awesome — Development log
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    September 18th 2009

    Dust Processor

    As you know Link-Dead is a game set in a not so far future. There’s a war going on for many years. Hardly anything is left. Cities are just rubble and dust.

    The Dust Processor is something I invented to achieve a certain look and feel I want for Link-Dead. The best known present imagery for projecting that is the 9/11 WTC look.

    WTC look

    This is what I’m aiming for.

    DP doesn’t use any particles. It is basically a cellular automaton used for simulating environmental effects with my custom designed texture blenders. A glimpse of it are the fog effects seen on previous videos. I’ll be posting a video of the DP running on the weekend.

    September 17th 2009

    I invented sth I called the Dust Processor. It’s a way to simulate smoke, dust & other environmental effects without using particles.

    September 16th 2009

    As promised a video of the lights and fog effects. Starts with zoom-in with a blur shader for smoothing.

    September 15th 2009

    Got my old light and fog code working. Still got to tweak it and I’ll post some screens or film.

    September 14th 2009

    I need to leave bot paths now for more contemplation. I’m changing focus to integrating the old effects for maps – lighting and fog.

    September 11th 2009

    Gameplay: What’s the difference between brutally killing a dude in-game and pressing X button to play a death animation?

    September 10th 2009

    I’m adding every now and then new development images and scans on the LD Facebook & ModDB

    September 9th 2009

    A classic AI bot dilemma

    dilemma

    September 9th 2009

    I encountered many problems with the bot paths. I need to reconsider this approach.

    September 9th 2009

    Great blog about why game ideas aren’t really valuable. Everyone has them, but not everyone can make them http://ping.fm/kZqH2

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