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OddGames development journal



Characters and transparency

Posted by O-san, in Graphics, Medieval Story, Programming 27 March 2013 · 726 views

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 time being. Here are a few of the models I have created:ht...


Houses

Posted by O-san, in Graphics, Medieval Story 26 February 2013 · 648 views

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 with multiple floors. The new house type has walls made o...


Bugs, keys and splashes!

Posted by O-san, in Medieval Story, Programming 31 January 2013 · 658 views

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 my resent troubles with my pen and display/monitor (see pr...


Are we there yet? Are we there yet? Are we there yet? Are we ther...

Posted by O-san, in Medieval Story 01 December 2012 · 1,110 views

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.
...


Testing testing testing

Posted by O-san, in Medieval Story, Programming 30 October 2012 · 828 views

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 different control methods. I am beginning to realize...






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