Game Development Community

Repentance: The Beginning blog 2

by Andrew Brady · 06/12/2009 (7:27 am) · 5 comments

Well, it's been a couple weeks since my first blog and though life has been keeping me fairly busy, I did manage to make some progress on Repentance. Nothing drastic per say, but I did say I would post afew pics of the level lit, even if the lighting is subject to change.

Link to the First blog: Click Here

So.. let's get some of the pics out of the way first, then I'll talk alittle bit about some of the issues I've been having as well as some directions I'm thinking about moving in.

www.rebelliousminds.com/link/toddler1.PNG
With the image above, ignore the size of the player (this will not be used in the game)

www.rebelliousminds.com/link/rp1.PNG
The issue with the light texture has been fixed.

www.rebelliousminds.com/link/rp2.PNG
The lighting in this area will drastically change. The room is very barren right now due to multiple models still needing placed/completed.

www.rebelliousminds.com/link/rp3.PNG
Yes, I need to fine tune the normals and specular on most of my textures, but this was used for testing purposes. Next blog will have many of these things addressed.

-----------------------------

OK.. now for some of the issues I've been dealing with. This project for my part, has been a refresher course. It seems many of the things I knew have leaked out of my head, and addressing them has been somewhat frustrating. The first thing that comes to mind would be the exporting process for dif's. It took several exports to remember how to keep sections of brushes from being removed in odd places. The other thing.. I'm still dealing with is portals. Some portals are working fine.. others.. well.. entire areas of the map between them disappear once you pass through the portals. I'll get them in the end, but wow.. sometimes it makes me want to switch my drink of choice (coffee) over to something alittle stronger. Another issue with the portals is they are blocking light. The result so far is.. in the middle of a hallway i have a bright section.. then on the other side of the portal, its darker. Makes for some weird effects.

Fairly soon, my use of dif's will decrease and the use of dts's will increase, mainly due to design of levels. I think I'm somewhat looking forward to this in a way. Still need to implement an elevator function as well as afew animated doors in this level. Overall..(not counting the portals issues) things have been moving along. I will be 2 to 3 weeks before my next blog so I can show more finished work.

I think thats all for now. Time for work.

~LK~

#1
06/12/2009 (8:09 am)
Nice man, thats one bad ass level! I see you got GMK how is it working for you?
#2
06/12/2009 (8:47 am)
Honestly haven't touched it. The engine we are using is Frag Studios (myself and two others indie company) version, which has purchased several items. It seems amazing from what I've seen though.
#3
06/13/2009 (7:27 am)
These in game images look much better than the Radiant screenshots in your last blog :) Good job, waiting for more...
#4
06/13/2009 (3:38 pm)
I like your lever design. The 3rd SS reminds me of UT GOTY level... Nostalgia...
#5
06/13/2009 (8:38 pm)
thanks guys.. here's another pic of a different area on this level highly WIP:

www.rebelliousminds.com/link/alp3.PNG