Saturday, February 28, 2009
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9:31 AM
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Just completed the high poly modelling for this twin mounted gatling gun. Uploaded at:
Artwork Progress Forums

Woo hoo! I got it working. :D The editing part is done. You can now add/remove them grass and pebbles. Adding other custom brushes is easy too. And if there needs different fading out options, one can create multiple layers of paging geom detail.
However right now, the current version only support simple batching. It doesn't deal with the grass plains feature. This means that we have to use this as sparingly as possible as it's not cheap. Though significantly cheaper compared to the static batched geometry.
I'm planning to add another type of paging geom type that specializes on grass plains. That one requires more complex UI as there will be a need to use a heightmap. It also have some limitation which I won't talk about for now.
Next is to get this damn thing to save and load. After that, I can let Yap do the thing that he does to beautify the level. As it is now, the programmer grass art is really spoiling the level. lol
Friday, February 27, 2009
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12:44 AM
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We've been pretty overwhelmed by the response for our request for music and sound fx for our game its taking longer than usual to pick the right one for our game. Apologies to you guys as most of you are really amazing composers and sound designers.
Thursday, February 26, 2009
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5:09 AM
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Many features are still not in place; Particle effects, Paging geometry (grass & pebbles), Script Engine and Sound Engine, just to name a few.
Right now I'm busy adding Paging geometry so Yap can start planting grass. :P The difficult part about it is that I needed to build an editor around the Paging Geometry engine. I'm hoping it won't take too long to build. As it is, I'm already off schedule by two days.
I'm planning to work on the craft balancing, Network and Script engine next. Without these, we won't have any game at all. :P So, yeah, sparks can come later. Be patient alright guys. :) We'll definitely have sparks and fancy wobbling camera.
It aint easy designing logos as its supposed to represent the company's brand. Created a 2D version but couldnt resist making a 3D one since we already have holographic effects for our direction arrow in our game.

Finally figured out how to make a simple animation in blender for the swarm missile hatch closing and opening. The way it handles animation is a little different from 3ds max . Well interface wise anyways. The rest keyframing ,Ipos...are generally the same. :D
Wednesday, February 25, 2009
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2:13 AM
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Phewh~ finally got the forum up. Took us quite a while due to our crappy ISP. The whole nation was experiencing a slowdown to international sites! Thankfully today was much better. :)
It's been a while since I touched web development. Getting back into those php/html/css stuffs took me a while to get used to. Good thing I had enough experience on this before hand. :P
(check previous post for link) P.S. Domain name is temporary. We will register a real domain soon.
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