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Guessmyname

Christopher joined Oct 13, 2005

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A Path Beyond Level

11

Amateur Game Developer seeking to enter the games industry; having worked in the Source engine as a part of multiple mod teams for several years, I have moved on to working with the UDK and Unity engines.

  • WIP images of various mechs
  • WIP images of various mechs
  • WIP images of various mechs
  • WIP images of various mechs
  • KOTH_Shrinehold Beta 01 pictures
  • KOTH_Shrinehold Beta 01 pictures
  • KOTH_Shrinehold Beta 01 pictures
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0 comments by Guessmyname on Apr 25th, 2010

Mwahahaha, I had no idea there was a blog thingie here. Don't worry, I'll probably forget to update it soon enough. For now, I'll use it to post developments on the little mech game I'm working on for Spring (can't/don't want to give out info on the other projects I'm involved in, as they're not mine).

(Warning, large words approaching)

For kickers, I've got team-coloured camouflage working; for those not knowing, the team colour in Spring is overlaid on the existing unit's texture and is one flat colour, with a mask preventing it from covering over everything.

Thus, to make a camo pattern, I have an underlaying greyscale camo pattern the teamcolour goes over, which is also factored into said teamcolour's mask; thus, where the camo is dark, little tc shows through, where it is light, most tc shows through. Then, because I did everything else on separate layers, I layer-select all of those, and remove them from the mask too so that they aren't covered over. And because that above paragraph even confused me when I tried to read it, here's a million-word picture:
Teamcolour Explanation Thing
Snazzy pic? Snazzy pic. Why did we ever evolve from cave paintings? Oh, and go Right Click > View Image to see it in full

There's also some other stuff to that texture (namely, self illumination and reflections), but still. TA DA. *cues applause*

Where was I? Ah, yeah. Design doc is roughly complete-ish; most of the mech specs aren't set in stone beyond 'this one is for doing this with' and 'this one can do that sometimes under a full moon' etc; final balance and stat tweakery will come with time, obviously. The mechanics are down, though I'm still far from understanding fully how to implement them.

On the Art front, I have four modelled mechs, one mech being jockied around in the concepting stage due to the paradox of trying to make a stealth mech both distinctive and... well, hard to see, and two of said modelled mechs being textured / mostly textured (Atreides could do with a bit more snazz and pre-shading and the Grasshopper's feet are still WIP) with a third about to start production soon, once I've UV mapped it. Whee, that was a long sentence.

Scripting wise, I'm still lua-ing up the Atreides and trying to get it to the point where I can toy with it ingame, even if it has no animations. At which point, I will start the animations. Fun times. Somehow, I suspect Notepad++ is going to soon become either my greatest friend or worst enemy. Eh, probably both. Pretty sure the hardest part of making this game is going to be a toss-up between animating the mechs and scripting them correctly. Still, lua > bos any day.

Things are going well, though the other projects I work on do command quite a lot of my time as too despite the fact I can't talk about them, and I still haven't gotten around to learning to animate in 3ds Max yet. Considering I shuffled out money for those Noesis tutorials, I really should watch them sometime.

Comments
DaLinty
DaLinty Dec 18 2012, 6:40pm said:

Can you tell me how to get EpicLegions to work?

+1 vote     reply to
Bekey
Bekey Oct 12 2010, 3:56pm said:

Titties!

+1 vote     reply to
Pxtl
Pxtl Jun 18 2010, 3:57pm said:

Didn't realize you were working on Gravinull too. Mad props.

+1 vote     reply to
Guessmyname
Guessmyname Jun 18 2010, 4:15pm replied:

Cheers! :D

+1 vote     reply to
bobthedino
bobthedino Feb 11 2010, 9:16pm said:

Hey. I thought you might want to see one of your models that I textured.
Media.moddb.com
What do you think? It's not final draft but I thinks its a decent start.

+1 vote     reply to
bobthedino
bobthedino Feb 17 2010, 4:22pm replied:

I have posted some more of you models I textured. I was thinking of doing the caterpillar one with the large cannon for an uber unit. But since its up in the air if it will even be put in the game I wont start it.

+1 vote     reply to
neddiedrow
neddiedrow May 16 2009, 5:12am said:

What are you working on now, bucko?

+1 vote     reply to
Guessmyname
Guessmyname Apr 25 2010, 7:05am replied:

I really wish moddb would send me an email when someone comments on my profile. Sorry I missed out on you guys.

I'm working on a small mech project for Spring, doing general modder stuff for Jailbreak: Source and I'm the modeller for the Nightmare House 2 project.

+1 vote     reply to
neddiedrow
neddiedrow May 13 2010, 3:23pm replied:

Fair enough, thanks for getting back to me!

+1 vote     reply to
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