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Member Since 19 Apr 2007
Offline Last Active Feb 21 2016 03:11 PM

OddGames development journal > The yearly update!

Posted O-san on 07 January 2016 - 04:39 PM

Be warned, this might not be your ordinary game development post.  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 shivered up and died. This might sound like a very depressing post but it is not,...

OddGames development journal > Greenlight!

Posted O-san on 27 January 2015 - 06:17 PM

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 played from an isometric view point which can be zoomed in...

OddGames development journal > Sneaking and bows

Posted O-san on 12 September 2014 - 05:19 AM

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. Previously I rendered a textured quad and used that as a cursor...

OddGames development journal > Medieval Story alpha update + Greenlight

Posted O-san on 29 May 2014 - 01:29 PM

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 anti-alias modes (2x - 8x).
The buttons in the opt...

OddGames development journal > Tower construction pt. 2

Posted O-san on 23 May 2014 - 12:42 PM

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 qui...

OddGames development journal > Tower construction.

Posted O-san on 20 May 2014 - 12:52 PM

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:


OddGames development journal > Caves

Posted O-san on 11 December 2013 - 08:52 AM

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 quite...

OddGames development journal > Medieval Times, office, crowdfunding

Posted O-san on 29 November 2013 - 06:06 AM

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 home. So the last few weeks I’ve been in contact with a ren...

OddGames development journal > Distractions

Posted O-san on 29 July 2013 - 04:40 AM

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. This works fine when scale is 1:1 but when the graphics...

OddGames development journal > GUI resizeing

Posted O-san on 14 July 2013 - 10:39 AM

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 to all GUI elements and game graphics. Tedious and boring...

OddGames development journal > NPC Portrait 2

Posted O-san on 29 May 2013 - 12:25 PM

Work in progress. Character name "John" :)http://oddgames.com/temp/john-prg.png More to come later :-)

OddGames development journal > NPC Portrait

Posted O-san on 13 May 2013 - 01:33 PM

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 you to see a progress-composite image. Showing the work flow...

OddGames development journal > Female peasants and horse (video)

Posted O-san on 12 April 2013 - 05:23 AM

Would like to show two of the latest models; a female farmer and a horse. I have modelled, textured and rigged these in blender.http://www.oddgames.com/temp/farmerandhorse.png 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.http://www.oddgames.com/t...

OddGames development journal > Navigation mesh picking

Posted O-san on 29 March 2013 - 01:40 PM

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 needed.As mentioned in the previous post I have started bu...

OddGames development journal > Characters and transparency

Posted O-san on 27 March 2013 - 07:12 AM

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...