Category Archives: Driveby Gangster

Lots o’ work

Did alot with the “town street” scene today.

I had to add a bunch of new features to verto to keep up.  Namely “merge doubles” and “duplicate instance” to allow for instancing lots of tiny little meshes.  I spent most of today on the theatre area.

It’s starting to look like an actual game scene.

Hoverboards don’t work on water.. Unless you got powahhh

Tiny bit of work today.  Got the second building going and finally put in some powerlines via turbosquid.  I’m not thrilled about the loss of smooth shading on the poles though.  I’ll have to code a quick feature for verto to auto-weld doubled vertices this weekend to fix that.

The framerate within the editor is also starting to drop to 30 fps territory.  Nothing too scary yet, since everything is still quads.  I’ll probably save rendering optimization for the very end.  I hope it won’t be too bad as the scene grows in complexity.

 

Sarging on.

More modeling work was done recently.  I temporarily diverted attention this weekend in a blaze of coding fury to put together a new mac app which I submitted to apple this weekend.  With any luck, this app will hopefully raise more funds to help with this game.

I’ve received some initial renderings and concept art from my character designer.  It’s looking pretty sweet sofar.

Modeling progress of the street below:

First update – all efforts on modeling

So, for the first time in awhile, I’m really using my own modeling tool quite a bit, and I must say I’m pretty happy with it sofar (especially not crashing on me and losing my work).  I’ve only had to pop over to xcode and add two new features that I forgot to bring over from the iPad version (toggle object hidden, and send-to-back for manual transparency render sorting)

Anyways, the city street is coming together nicely, and I hope to keep this momentum up as I build it out.  I’ve also been relying on old-faithful, turbosquid, to help with certain smaller assets that I want to use to fill up the street such as trashcans and mailboxes.

I’ve also hired a character artist, Tyler Hurdle, to put together and animate the character model for me.  I’ll post more on that as progress emerges.

Modeling progress shots below:

The idea has come

Okay! I got it! My “grand plan”. Looks as if it was sketched by a 5 year old, and that’s why I love it.

                                                    This is my game idea. It’s magical

I’m diving in and not looking back. I haven’t felt this excited about a dumb quick game idea in awhile.

There’s a few things I’m going to do while dev’ing this game to keep things fresh.

  • I’m going to leverage my existing VertoCore graphics engine. This is the giant objective-c codebase that my 3D modeling studio was written in. This will save me tons of time.
  • I’ll be writing the actual game logic in swift. This is a brand new language that isn’t even off of beta yet. Since I’m already stuck using objective-c, I’m pretty much tied to mac-osx and ios. Beta language? What could possibly go wrong.
  • This project scope will be SHORT. The “planned” time length is two weeks. I say this because most of my game projects run long. A month or so of work is acceptable. Dragging on for months isn’t. Let’s see how it goes!
  • I’m hiring out the character modeling. I know I’m a beyond bad 3D character artist and worse animator. Outsourcing this part is the way to go for me.
  • I promise to care more about the game than the code. This is a hard one for me, but it’s a must if I want to get the game done properly.

That’s it! I’ve already put a full days work into it and I’ve gotten collada animations loading into my graphics system. The XCode project is groomed and all ready to go.

                                   It works!

all systems ahead!