Total Entries: 12 |
bruce_craine Entry: 12 02/01/2005 01:24 PM
| added a simple shadow under the player. added some animation: walking, naked hands attack and knife attack. ;) |
bruce_craine Entry: 11 01/20/2005 01:16 PM
| After about one month of vacation I'm back, and I decided to restyle the control panels. See you! |
bruce_craine Entry: 10 11/26/2004 10:12 AM
| I made a new function!!! The light cycle during the day! From 6:00 AM to 8:00 AM --> Dawn (Ambient light = Ambient light + var (for every program cycle)) From 8:00 AM to 8:00 PM --> Day (Ambient Light = 255) From 8:00 PM to 10:00 PM --> Sunset (Ambient light = Ambient light - var (for every program cycle)) From 10:00 PM to 6.00 AM --> Night (Ambient Light = 0)
Note: - Ambient Light is an instruction that need three values - R,G,B - colors. - Var is a variable used to reduce or increase the Ambient Light - The game time is not the same of the real life, (5 real seconds = 1 minute of game) ;) |
bruce_craine Entry: 9 10/30/2004 10:08 PM
| we've finished the first character's low-poly model! it's very cooool! happy halloween! (helloween rules!) |
bruce_craine Entry: 8 10/18/2004 08:40 PM
| Hi, in these days we made a lot of work: We ended to put trees and grasses in the 3d world, and we worked at the first character model. you'll be able to see it in the beta version(which we hope to publish very soon!) ;) |
bruce_craine Entry: 7 10/08/2004 10:27 PM
| hi, i added a new feature: Key "Z" can show the bag during the game. The game will stop and you can choose your favourite weapon. Bye :P |
bruce_craine Entry: 6 10/06/2004 12:12 AM
| Hi to all the blitzcoders. Today I decided to create a little collision system. All the trees and the grass sprites are positioned thanks to the coordinates already registered into the .dat files. But the Y coordinates are different, we have to consider the height of the terrain. The terrain is a 3d studio mesh, so I worked with the linepick command: EntityPickMode entity1,2 ;type of geometry: polygon EntityPickMode terrain,2 LinePick(EntityX(entity1),EntityY(entity1),EntityZ(entity1),0,-5,0) PositionEntity Entity1,EntityX,PickedY()+1,EntityZ
It's quite easy and useful in a lot of situations. I want to thank Chip, our Technical Project Manager. |
bruce_craine Entry: 5 09/27/2004 09:24 PM
| I've updated the Web site, now english users can read the "Genesis of Coralia" (only the introduction, not all the story of the game). I'm sorry for all the mistakes i made :) |
bruce_craine Entry: 4 09/24/2004 01:38 PM
| Hi, today i've chosen to make a sprite positioning system. When i click with the mouse, i can position a grass sprite and then i register the coordinates into a .dat file (like with the trees!). But i found a problem... In order to fill up the scene i need a lot of sprites, about 100... first of all i'll create one fence in order to encircle the village. This will reduce the number of sprites and define the aspect of the village. |
bruce_craine Entry: 3 09/20/2004 01:42 AM
| ok, i've ended to position some trees. Now i'm trying to put some grass sprites. I found the images in these web sites:
http://www.realworldimagery.com/Samples/sample.html http://www.gardenhose.com/textures.mv http://astronomy.swin.edu.au/pbourke/texture/tree/
There are sprites of trees and grass. If your project/game is freeware i think you can use the pictures. Also it can be good in order to learn to create this type of images... See you ;) |
bruce_craine Entry: 2 09/20/2004 03:58 PM
| hi, today i'm working at the trees. I have to make a forest behind the village. I found two right coordinates where i make the matrix. Into this matrix i've genereted random numbers to choose the place of every single tree. Those numbers are registered into a .dat file. They are random numbers, so, every time i run the program, the positions of the trees changes... When i found the right position for the trees, i have to modify the code, 'cause i have to register forever the position of the trees into the .dat file... (I have to do all this work because we don't use any level editor... but i can make it quickly.. ;) |
bruce_craine Entry: 1 09/18/2004 09:58 PM
| Hi everybody, this is my first worklog! I want to show you something about the italian dreamers team (www.dreamersteam.tk) and the project "Chronicles of Kendhal Land"... I'm Bruce the first programmer of the team, we started working one year ago plannin' the game, a fantasy/action 3d game, and maybe some element from classics rpg. there's a little difference between this game and the classic games of rpg kind... there are a lot of new or funny features... for example... - you can change your player about every quest (human, elf, dwarf) and so you can see the story by different points of view... - you can resolve the quests during the day or the night: there's a timer that change the day in the night, about every real hour... - travelling from a place to another city, you can cross hills, mountains or forests... (you don't see the world by the top, like, for example, Final Fantasy ) - quick access to your bag also if you are fightin'... thanks to an easy and new interface - radar for probable enemies... never more useless battles like in the old ones rpg!
some technical features: - low poly models and detailed textures - the terrains are .3ds files and not hightmaps - skyboxes made with bryce - threes made with three generator and own textures - third person camera - dynamic shadow for the first character, half dynamic shadows for the rest - prerendered movies with hight poly models - original epic soundtrack and more.
I hope you are interesting about this project (this is one of the first blitz3d italian projects)... I'll post other news about the programming of the demo version... bye, bruce |