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Chronicling the development of the Fountaindale video game
Jakub finished up the third look & feel concept scene:
This scene is actually direct out of the first demo. Note how there's nearly nothing in it; this is just the way the first demo will be: very spartan. We intentionally kept the number of models low to reduce the time required to push the d…
This scene is actually direct out of the first demo. Note how there's nearly nothing in it; this is just the way the first demo will be: very spartan. We intentionally kept the number of models low to reduce the time required to push the d…
The completed second "look and feel" scene came in:
We'll have a third shot in about another week that will be representative of the specific atmosphere and setting of the first demo.
As mentioned previously, it looks like coders will have a fun time implementing this look. We're looking for a shade…
We'll have a third shot in about another week that will be representative of the specific atmosphere and setting of the first demo.
As mentioned previously, it looks like coders will have a fun time implementing this look. We're looking for a shade…
Long overdue, we've finally got our first scene to give the team a solid idea of the overall look we're shooting for in the game. Thanks to Jakub Kujawa for his efforts on this piece.
It'll take quite a bit of effort to come close to this look in the actual game, but the overall visual look is one …
It'll take quite a bit of effort to come close to this look in the actual game, but the overall visual look is one …
We're back with a force, with refocused effort on asset creation and a huge boost in the programming side with James Kleinecke, who has brought with him his "Firefly" game engine. James is doing great work and has integrated the Ogre 3D rendering engine into Firefly. The coders will be working on…
Having somewhat solidified concepts for the battle engine (though not fully), I've moved on to designing a new system for character development. I hadn't devoted any time to this part of the game's design, and as it is closely related to the battle engine (as far as what skills, spells, etc. chara…
After some work on the battle GUI, it seems that having a unified display method for health, skill points, and essence makes the design sleeker and easier on the eye than anything else I've come up with. So the twist band has evolved from a double-helix to a triple-helix, with one band representin…
Alright, so I've decided to let the cat out of the bag a bit to those of you who read this journal (who, based on the number of hits, number few). Originally, the Fountaindale game project's combat system had no unique quality - it basically consisted of your run-of-the-mill computer RPG point-and…
Our new modeler, Tony Indindoli, is cranking out some great low-poly models for the static objects required for the first demo. Kudos to Tony for his great work.
We've filled the gaps in architecture concept art for the main buildings in the demo. Additionally, the majority of the remaining static…
We've filled the gaps in architecture concept art for the main buildings in the demo. Additionally, the majority of the remaining static…
Coding
We lost one member and one won't be able to work on the first demo. Mark and Jason are capable of handling the coding requirements for the time being. Jason continues work on the front end while Mark is hammering out the terrain handling system.
Modeling
Main architecture models are underway,…
We lost one member and one won't be able to work on the first demo. Mark and Jason are capable of handling the coding requirements for the time being. Jason continues work on the front end while Mark is hammering out the terrain handling system.
Modeling
Main architecture models are underway,…
How did it take me so long to come to grips with the concept of task management?
For the longest time, I've known that two things I've needed to do as a producer is to 1) create a complete asset list, and 2) create a production schedule for all of the art team members. Several months have passed si…
For the longest time, I've known that two things I've needed to do as a producer is to 1) create a complete asset list, and 2) create a production schedule for all of the art team members. Several months have passed si…
Who else out there thinks running a virtual team is hard?
I guess I should consider myself lucky, as I actually got some real-world, hands-on experience running virtual teams. Working for the government, I got the opportunity to coordinate a load of people located all over the world to achieve comm…
I guess I should consider myself lucky, as I actually got some real-world, hands-on experience running virtual teams. Working for the government, I got the opportunity to coordinate a load of people located all over the world to achieve comm…
Howdy doody everyone...
On the heels of our huge coding team change (read previous entry), I've finally been able to designate a Lead Artist. Up to this point, I had been playing this role (fairly poorly, I might add). Francisco Silva, who had been on an extended vacation, returned, and has decide…
On the heels of our huge coding team change (read previous entry), I've finally been able to designate a Lead Artist. Up to this point, I had been playing this role (fairly poorly, I might add). Francisco Silva, who had been on an extended vacation, returned, and has decide…
Ah, the biggest problem facing any business: finding and keeping good people; it certainly is a helluva task. Read any book about business, and it's probably in there, along with suggestions on how to deal with the issue. And yet, every business will struggle with the problem as long as it's in b…
Ok, so after the long rant last week (thank you for the positive comments), I figured I'd give a few more details on our first project. We're creatively calling it the First Demo.
The Basic Idea
Drawing from a bare-bones design document that was itself derived from the full game's design document, t…
The Basic Idea
Drawing from a bare-bones design document that was itself derived from the full game's design document, t…
So I thought I'd put the names of the folks that have or are currently contributing to the project:
Project Lead
Andrew Brick
Concept Art
Chris Crontiris
Holly Rorke
Jakub Kujawa
Sean Donaldson
Kjell Iwarson
Programmers
Lead: [Empty]
Jason Brick
Robert Riel
[Alex Palade]
Art Assets
Lead: Francisco Silva
Models: Ti…
Project Lead
Andrew Brick
Concept Art
Chris Crontiris
Holly Rorke
Jakub Kujawa
Sean Donaldson
Kjell Iwarson
Programmers
Lead: [Empty]
Jason Brick
Robert Riel
[Alex Palade]
Art Assets
Lead: Francisco Silva
Models: Ti…
Well, this is sort of a long time coming for me. For those of you brand new to this project, it actually started about seven years ago with a simple sketch. This one, to be exact:
That thing sat on the shelf for a while, there in that journal, just collecting dust. I took it out later, and when I…
That thing sat on the shelf for a while, there in that journal, just collecting dust. I took it out later, and when I…
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