Game Development Community

Plan for David Blake

by David Montgomery-Blake · 03/12/2004 (8:23 pm) · 0 comments

Die Happy
Pre-production for my short film Die Happy is going rather nicely. My actors all have Spring Break free, so we'll be filming it this next week. I also received some of my costume pieces (a JList sweatshirt: "Beware of Perverts", and Engrish.com boxers: "Emergency Cock"). I have yet to receive some of my props (a straight razor and the 2004 Aurora Snow calendar). I doubt that my new boom mic and Varizoom monitor will get here in time for filming, but I'll have them for the next project (and hopefully I'll have a couple new lenses as well).

Once it the edit is finished and the music licensing is all worked out, I'll post the url and become a superstar A-List directorand stomp out the "little people." MWAHAHAHAHA!

Onslaught
A while back I merged Project 47 into a completely different project (well, it seemed different at the time, but the more I looked at it, the more it seemed like the same project). It's an action shooter that combines Abuse side-scrolling, Smash-TV top-down, and Sin and Punishment rail-shooting action. I've got the camera (basically) working, but I still need to tweak it for each of the modes as well as work on seemless control integration between segments (moving from top-down to rail-shooter has the same control relationship, but the side-scroller elements change the control orientation...while I love side-scrollers, I may have to give up on it for this project if I can't keep a consistent feel to the controls).

I've mainly been tweaking the existing camera resources for my own nefarious purposes, but I've added quite a bit of code that relates specifically to this project.

Right now, I have extremely basic levels that I created in GameSpace: a hall (side), an open field (top), and "space" (rail). I haven't turned them into the same level yet. I've been trying to get the camera stuff right for each segment before I combine them and attempt to integrate the camera movement according to the area of the level. Right now I'm using the default RW model because it has the animations I need. I've been playing with character designs in LightWave, but currently it's a huge poly model because it's design art rather than a playable one. I *MUCH* prefer character rigging in LW, too. One of GS's major weaknesses is it's rigging. I prefer CharacterFX to GS's rigging myself, but love the rigging options that LW offers me (though I have yet to see how it translates out with LWDave's exporter since I've not exported anything yet).

MUSIC YOU MUST OWN:
Mary Prankster - Blue Skies Forever
Sarah Fimm - A Perfect Dream
Slowearth - Edge
FOS
Simon Stinger

*edit: fixed my links because I'm "teh suk."
**edit: Moved links to the end to prettify it in My Garage.

About the author

Community management and development, Educational computing systems and lab management, Flex, ActionScript, JavaScript, PHP, C++, C#, Perl, Python, Ruby, LUA, etc.