Jun 232011
 

So, now I should probably get on with Luola. I would like to start on a painting, or maybe a song. But I can’t really excuse myself from making Luola. The 3D art hasn’t been as bad as I remembered, it’s actually going pretty well. I like doing these semi-low polygon models. Too bad I suck as a coder, so I don’t have a 3D engine myself that I could play around with. I could, I guess, technically look at Unity. But… urgh, code in Javascript, C#, or completely undocumented Python-Alike? Nice. Not.

Well, I’ll paint a bit, post what I manage to do out here, and then get back to the game. See you in few hours.

 

I’ll be a busy little bastard.

Morning, I’ll work some more on Luola (deadline! Aaaa!). I’m also pretty close to done with the painting for my brother. Tomorrow I’ll also spend the day with the band and I’ll probably be posting some new music on King Fear’s blog as well. We have some older songs that might not require vocals, and I’ve been thinking of releasing them. If El agrees, I’ll be posting them. Then we’ll make some more noise. I’m kind of feeling like doing something ridiculously heavy, though.

We’ll see how he feels like.

Maybe an epic 15 minute song with a slow ambient buildup to grindcore, through Doom and Death Metal? Add Industrial influences and we’re golden.

Aww, lookatit! Pew pew'ing the hell out of the player, I imagine. Cute. Some day you'll be a dreadnought.

 

 

What is it? Is it a bird? Is it a prehistoric evolutionary state of being for a modern day hawk?

No, it’s a lowpoly model with way too many polygons, posted here in about the size it will be in-game for Luola. Probably way too big, though, now that I look about it. It has too many polygons because I’m lazy, and we’re in a bit of a hurry.

I’m working on the game now since we have finally figured out my issues were indeed with the mesh converter, not my exporting (since I export from Modo and the coder exports from XSI). So, I’ve been busily modelling some rocks. Pretty complex stuff, no? So, now’s the time for ships. Yaysie.

Also, I am making a birthday painting for my brother with acrylics. It’s not done. The birthday is tomorrow.

So, yeah… fun. I work well under pressure, right?

 

And start doing 3D models for Luola. Urr. We’re having some issues with the meshtool and how it converts or deals with the models I export from Modo and someone suggested to me I should move to XSI. I almost exploded. I love modelling in Modo, and I like the texture tools a lot more. Somehow the XSI texture tools just give me a headache. That said, I don’t know why I am whining, because all I will be modelling is some fucking rocks.

Whooptidoo, hardcore.

I do need to model a some kind of enemy ship as well, though. Hmph. Then I’m off to making sounds. Probably should get some music done, but I have over a week still (we have a deadline of last day this month, as we’ve sort of committed not to using more than a month to making some small game). It’s kinda funny that we’ve spent as long as we have on the game, it kinda shows that we do it only when we feel like it.

Jun 142011
 

One of the impetus for me to create this new blog is “Luola” which is a small simple game that I am working on with my friend Ville. We’re doing a very non-inspired design, where you have a little ship you fly around in and shoot enemies with. We’re doing this because it gives us a little game to work on, and also we can work on this small game engine that Ville has been working on. Once the game’s up and working, we’ll do another small game with some more features and so forth. Until we have a robust engine that we feel comfortable to tackle a bigger game with.

Some of the more interesting implications of this little game project is that I have to re-familiarize myself with 3D art. I’ve long done modelling to help with my 2D art (perfect perspective for free!), but it’s been a long time since I did any texture-mapping or serious work. When you lay down cubes or fast simple models to give you a sense of space and to use as guides in a painting – you don’t really bother with these details.

So, that’s one of my current projects. I’ll post about it more as we go along, and once we have a full game I’ll especially make sure to post it here.

 

May 2012
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