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Steve Acaster's Blogs

Textured Chaps

Been hard at it with sorting my human player, AI and weapon models out. No longer are they mere blobs of coloured mesh.

Author Steve Acaster Date 03/02/2009 (2:54 pm) Comment 8 comments

Environment Completed ... sort of

After 11 months of trial and error, I've created a working methodology for building large scale and fairly detailed urban and rural environments consisting of 1600m/1 mile of explorable DIF, 500+ models, long visibility, and good performance.

Author Steve Acaster Date 01/22/2009 (7:14 pm) Comment 10 comments

Dark Night Soul Hammy Melodrama

The ever decreasing list of things to do is .... ever decreasing. In fact we (that's the royal we or the Gollum we, whichever we prefer) are not only down to a single yello...

Author Steve Acaster Date 01/08/2009 (2:13 pm) Comment 6 comments

Sweeney Todd

Go on, run 'em over!" "I can't just do that..." "Why not, you're a Policeman, aren't you?" Environment coming along nicely, and fairly satisfied with the trade off of clutter-versus-space....

Author Steve Acaster Date 12/08/2008 (6:06 pm) Comment 2 comments

We Built This City on Rock and Roll

My new hard drive appears to be working fine, no problems since reinstalling my entire life..... [i]Okay it's a town...

Author Steve Acaster Date 11/19/2008 (3:56 pm) Comment 6 comments

Nigou Backup!

Apologies for the truly awful Japlish - at least that's what it sounded like phonetically if not literally .... And how come the japanese don't have their own word for Backup? By d...

Author Steve Acaster Date 11/04/2008 (3:10 pm) Comment 4 comments

Bored with Far Cry 2

After four days, I've come to the conclusion that like many big budget releases, it wasn't quite what it was billed as ..... Nice game world, very pretty graphics, plenty of space to explore. And i...

Author Steve Acaster Date 10/30/2008 (5:22 am) Comment 10 comments

More Constuction with Constructor

Up to my eyeballs in antibiotics and codine for the last two weeks courtesy of the sinus infection from beyond Hell, I've actually made a fair decent bit of progress. Texturing, using the facades, ...

Author Steve Acaster Date 10/24/2008 (9:31 am) Comment 7 comments

If it's not one thing ...

... then it's err ... more than one thing. So exporting a road system or town enmass (or either in fairly large sections) came to a juddering halt, or more, the model being DTS was the judde...

Author Steve Acaster Date 10/13/2008 (1:59 pm) Comment 12 comments

Pink Eye!

There's a Cartman quote somewhere in that title... I figured that the whites of my eyes turned bloodshot like a Christopher Lee movie from the swinging sixties was a clear hint I was spendin...

Author Steve Acaster Date 09/24/2008 (4:22 pm) Comment 3 comments

Content, Stuff and Bouncing Bombs

Still hammering away at good old (and free) Blender creating urban content with an eye for making objects which you'd expect to see but that block raycasts and projectiles - otherwise they'd just be a...

Author Steve Acaster Date 08/24/2008 (9:18 am) Comment 5 comments

Walk and Chew Gum Conundrum

Actually run an aim-down-sight animation so that when the player looks up and down it aligns correctly with the eye node. It ain't as straight forward as it sounds... This counts as multi-ta...

Author Steve Acaster Date 08/06/2008 (9:44 am) Comment 9 comments

8 Million Shades of Brown

My first developed game was a text adventure on the Spectrum 48k, way back in the early-to-mid-1980s (history's greatest decade!). The humble Specky, brainchild of boffin Sir Clive Sinclair (when inve...

Author Steve Acaster Date 07/12/2008 (4:30 pm) Comment 2 comments

TGEA upgrade

Couldn't resist any more and went hunting through my sock drawer for my credit card. Been playing around with TGEA, and slowly beginning to port over my squad based FPS demo (might take a while, I'...

Author Steve Acaster Date 06/17/2008 (8:09 am) Comment 4 comments

Squad Based Movement Explained

As a few people have asked for an explanation of how the squad based AI from my demo works, this is a simplistic overview of the concept. I'm keeping it as simple as possible, in the hope that the mos...

Author Steve Acaster Date 05/01/2008 (8:50 pm) Comment 6 comments

Dubious Demo Released

<autosyn>To quote the TGE docs Step 4) Build a quick and dirty prototype: Well, it's quick, it's dirty, it's certainly dubious. [image]http://img74.imageshack.us/img74/2820/dem...

Author Steve Acaster Date 04/26/2008 (7:59 am) Comment 5 comments

Cooking AI on Gas

After much hammering away at my AI, things have been coming along nicely. Initially I implementing the coded Djikstra pathfinding by [url=http://www.garagegames.com/index.php?sec=mg&mod=resource&pa...

Author Steve Acaster Date 04/02/2008 (6:46 pm) Comment 1 comments

First Blog: Intro, Plan and Progress

Intro - the quick bit about me: I've spent most of the last few years creating Single Player campaigns for the Call of Duty series - designing, building and scripting multi-level mods, teachin...

Author Steve Acaster Date 03/12/2008 (7:58 pm) Comment 3 comments

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