OddGames development journal

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Umeå Sweden

Push-button fingers at work.

388 comments
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154 entries
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O-san
August 05, 2017
Medieval Story released

Medieval Story has finally been released on Steam (wohooo!). Many late nights and evenings have been put into making Medieval Story. All graphics, sounds, maps, programming, scripting, GUI, music, AI, dialogue writing, modelling and what not has finally come together into this small game with ab…

4,916 views
O-san
July 04, 2017
Medieval Story

It has been quite a while since my last blog post… as always. However, development has not ceased entirely… just continued in ever so small steps. =) Here are some of the changes and additions made in the last couple of months.

  • Exploration/event music added.
  • Created library for handli…
2,943 views
O-san
January 07, 2016
The yearly update!

[font=arial]Be warned, this might not be your ordinary game development post.[/font]

[font=arial]The New Year has just settled in so I thought I would keep my record straight and at least post one journal update per year. Real life has begun to catch up on me and my game development time has almost…

2,701 views
O-san
January 28, 2015
Greenlight!
Hello!
Great news! Medieval Story has been greenlit! Since I don't update this journal as often as I should there might be readers wondering what Medieval Story is about. Well, here's a short summary...

Medieval Story is a single player game which features action, puzzle and RPG elements. It is playe…
3,392 views
O-san
September 12, 2014
Sneaking and bows
Been a while since the last update. I'm still working on Medieval Story, my *long* running project. The engine is more robust and I have changed my windowing framework to the latest glfw-master branch from GitHub. I decided to switch from 3.0.4 in order to get the latest mouse cursor support. Previ…
2,504 views
O-san
May 29, 2014
Medieval Story alpha update + Greenlight
Hello again!

I've uploaded a new version of the alpha demo. I know there still are a few bugs and tweaks that need to get fixed... but things are moving in the right direction.

Here follows a change log since last version:

  • Renamed game back to Medieval Story (read previous post for details).
  • Added more…
2,946 views
O-san
May 23, 2014
Tower construction pt. 2
I've started designing the outside walls of the tower. I want it to look a little bit weathered but not too much. Here's a step-by-step animation that I've made while working on it.



The lighting is a mock-up since the rendering engine will calculate the lighting and shadows. I did a quick shade beca…
2,556 views
O-san
May 20, 2014
Tower construction.
Hello again!

New levels are taking form. This is a large stone tower set along the sea side. It's the local wise man's residence. The protagonist must seek him out to solve a number of problems. I have drawn this sketch to get a general feel for how I want the location to look:



Since this is a rathe…
2,134 views
O-san
May 17, 2014
Medieval Times pitch and demo



Alpha release!



The Medieval Times Alpha demo is out! The alpha is released for demonstration purposes alongside the game's indiegogo campaign. You can find the campaign and alpha demo here.

[color=rgb(40,40,40)][font=helvetica]The alpha is a short introduction to the first episode and the protagonist…
2,721 views
O-san
December 11, 2013
Caves
I've been working on a cave map for the past few days and I thought it was time to post a journal update. The cave will be composed of many connecting passages and smaller rooms. I thought it would be interesting to see one of the cave's building blocks come to existence.


1. This first image is qui…
4,566 views
O-san
November 29, 2013
Medieval Times, office, crowdfunding
Office
Yes, it's time to update the journal! For some time I have been thinking of moving into an office instead of working from home. I've had a good working morale when I've been working from home... but I think it can get even better. It would also feel more like a real job if I actually left hom…
2,292 views
O-san
July 29, 2013
Distractions
Hello again! Time for a new journal entry!

It turned out to be a little bit more involved to scale up the GUI than I first thought. Most of my connected GUI objects (frames, borders etc.) are composed of individual quads. One quad for the upper left corner, one for the upper right corner and so on. …
1,766 views
O-san
July 14, 2013
GUI resizeing
I have bought a Microsoft surface pro to develop on during my vacation. I found out that the game graphics needs to be resized. At native resolution (1920x1080) it was hard to click the GUI buttons, texts were very small and hard to read. So the past few days I have been implementing a scale value …
1,916 views
O-san
May 29, 2013
NPC Portrait 2
Work in progress. Character name "John" :)



More to come later :-)
2,033 views
O-san
May 13, 2013
NPC Portrait
Hello!

Been painting and not coding so much, I've decided to have bigger portraits of the game NPCs when in dialogue. The portrait will sit on top of the text window. I am sure you have seen such arrangements in previous RPG games (Japanese RPGs most notably).

Anyway, I thought it would be fun for yo…
1,833 views
O-san
April 12, 2013
Female peasants and horse (video)
Would like to show two of the latest models; a female farmer and a horse. I have modelled, textured and rigged these in blender.

I'm glad that I've got a decent blender workflow going. My only concern is that it gets rather boring to wait for the rendering of the all different frames.



On the programm…
1,521 views
O-san
March 29, 2013
Navigation mesh picking
My navigation mesh picking routine have been fairly straight forward up until now. I have shot a ray from the mouse cursor into the scene and selected the point that intersects the mesh closest to the camera. This works fine 90% of the time. Recently however a new and more complicated solution was …
2,036 views
O-san
March 27, 2013
Characters and transparency
Hello, I like to thank you for still reading this journal despite it being rather sparse and only sporadically updated. Lately I have been focused on character modelling. I have a base model which I derive my characters from, I am not very happy with its animations but they will have to do for the …
2,118 views
O-san
February 26, 2013
Houses
At last I have gotten my Cintiq display. It works great! Drawing new graphics is a breeze. This should allow me to do some nice portraits for the game NPCs and such. The display takes up a large chunk of my table though.

Game development progress... I'm trying out some new building graphics together…
1,937 views
O-san
January 31, 2013
Bugs, keys and splashes!
Hello again!

Yet another of those evenings with too little energy to do something productive. Well, in regards to programming that is. However; I can muster enough drive to write a journal entry! These past few days I have been able to get a lot of coding done. This is particularly good in light of …
1,781 views
O-san
January 16, 2013
Ordering woes
Hello!

I've been caught up in rather depressing business. I draw quite a lot on my spare time. All of the graphics to Medieval Times and some other things. Most of the graphics I have drawn on my Wacom Intous tablet (rather old, the first version) so recently I decided to upgrade to a beefy Cintiq 2…
1,896 views
O-san
December 02, 2012
Are we there yet? Are we there yet? Are we there yet? Are we ther...
I have been making good progress on the "demo" I'm planning on releasing. The demo won't be very long or content heavy, just one or two quest and a few NPCs. What I have done is making the things around the gameplay work nice.



The player can change gear. Armor, weapon, helmet and shield. This can s…
2,429 views
O-san
October 30, 2012
Testing testing testing
Hello again!

I have been doing a lot of play testing lately; finding bugs and things that aren't supposed to behave like they are. Other times two features might collide and be in effect when I hadn't thought they would. Much of the colliding features are due to my design choice of having two differ…
1,881 views
O-san
October 05, 2012
Things inside
Hello!

It has been a while since my last post but I have been keeping busy. Here are some of the things I have completed (sort of):


  • The journal - Journal entries can be added from script. As an example, the player is engaged in a conversation and accepts a task/mission... then a summary of what was s…
1,697 views
O-san
August 07, 2012
Blender
I've been playing around in blender from time to time... just to get my mind on something else. Now I have stumbled on to a work-in-progress tool that I like to shed a light on. It can be found in a blender branch from Nicholas Bishop (a blender developer), i.e. not an official build from the found…
2,334 views
O-san
July 30, 2012
Entry #129, show must go on...
Hello, time for a new post! :-)

I've quietly continued working on the save mechanisms, it's rather intricate to get working right... hence there has been no new journal entries for a while. Right now the inventory is acting up between maps (occasionally) but I think I am going in the right direction…
2,194 views
O-san
July 06, 2012
Save a rabbit!
Hello again! It's time for a journal post. The last couple of days I have been working on getting saves done for Medieval Story. I thought I could write some about that.

Medieval Story has a profile system where each profile store that particular player's progress. A profile consists of a "saveObjec…
2,121 views
O-san
May 31, 2012
Forest graphics
Been drawing a lot lately. Especially forest graphics, there needs to be a good amount of variation in order for it to look natural. A bit tedious doing roughly the same things over and over. Here's what I have come up with so far...





It looks better animated, the pines going slightly back and forth.…
2,934 views
O-san
May 11, 2012
Scripting!


The whole idea of scripting is a bit fuzzy to me, I been working a lot with lua the past few days. I think I've got most of it on the left side of the brain now, how long it stays that way is another matter...

In any case I've started to script some of the NPC dialogue and done some logic in their b…
1,709 views
O-san
May 02, 2012
Interface presentation
Been thinking about how to present new things to the player and I've come to the conclusion that I need yet again redesign my "HUD" interface.

I don't want to frontload the player with a bunch of information at the very beginning of the game. I think it would be desirable to have most of the buttons…
1,955 views
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