Showing posts with label icebergs. Show all posts
Showing posts with label icebergs. Show all posts

Saturday, 29 October 2011

Menu Finished

Well, after a couple of days working in the menu, I've got something.

Yeah, I know. The menu shouldn't be one of the first things you do when you make a game. But I really needed it. It's because the Betatesters. I must be able to deliver just and executable with the maps to test in a easy way, and this simple but modular menu offered me that.

The menu was done with Scaleform ForecourseUI. Thanks a lot for the tuts Allar!

The background is a UDK level with a plane with the opacity for the silhouette for the boy, then the level rendered behind it and a particle system rendered above it. Then, in the top of the stack the UI is rendered.

For now in the menu you can quit the game, change the resolution or go to a new game (open whatever map I want).

For betatesting it's cool enought, but with time, I'm planning to integrate more options and later the load/save functions.

Saturday, 3 September 2011

[Icebergs] Modular Rocks

Now I’m doing my first test with rocks following an incredible tutorial.
The idea is that all this rocks modular sets have the same diffuse, normal and specular. That why I can have a big texture resolution (2048x2048). With 3 or 4 more models (floor, another rock alone, a “rock fence” and stuff like that) should be enough to export it to UDK and start playing around. When all is exported, I will do the first gameplay tests and from there we will see.


Well, that’s all for now!






Thursday, 1 September 2011

New project: Icebergs


This project won’t be like Warcelona, it will be much more personal and experimental, that’s why I’m going to do it alone, but maybe that will change in the future.

I will do the project in UDK, but I’m not going to download UDK until 2 or 3 weeks from now. That’s because I want to begin in UDK with a solid base. I’ve done a lot of reference research since now, and now it’s time to put them in common. That’s why I bought a big cork board and a poket Sketchbook that I’m going to take everywhere.

General game idea: The main idea is to have a very modular estructure (programming, gameplay and envirorments). Basically, the game is a first person GAME (not shooter) about puzzle solving “a la portal” (find the exit with a given gameplay). Every puzzle is an iceberg (100% of the game takes place in the artic) and the main objective is to reach the end (“magic light that teleports you to another iceberg”). For that, you’ve got a special artifact/skill; you can play with the climate. You can do global climatic changes like make all colder to freeze water and stuff and create solid parts, warm it to unfreeze them, wind to take impulse, fog to hide from you enemies, and stuff like that. The main idea is that this changes will always be GLOBAl and not local, si if we choose “hot” all the envirorment will change to “hot”.
Anyways, that’s just the main idea, when playtest time, I’m sure a lot of things will change, but for now it’s ok. The main idea is still to play with clima and weather.
About the story? I can’t tell a lot by now, but Thruman show is a big reference for me.

The envirorments have 4 kinds of architectures:

- Rocky structures
- Ice structures
- Roman structures
- And modern architecture inspired by Mies van de Rohe

All these have to achieved with modular sets.