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Member Since 19 Apr 2007
Offline Last Active Apr 16 2014 12:24 AM

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...

OddGames development journal > Houses

Posted O-san on 26 February 2013 - 03:39 PM

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...

OddGames development journal > Are we there yet? Are we there yet? Are we there yet? Are we ther...

Posted O-san on 01 December 2012 - 08:16 PM

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.

OddGames development journal > Things inside

Posted O-san on 05 October 2012 - 01:35 AM


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 said is written. Journal entries can also...

OddGames development journal > Blender

Posted O-san on 07 August 2012 - 04:17 PM

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 foundation. It's a sculpting tool called dynamic topology...

OddGames development journal > Entry #129, show must go on...

Posted O-san on 30 July 2012 - 04:34 PM

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.

However, sometimes the inventory...

OddGames development journal > Save a rabbit!

Posted O-san on 06 July 2012 - 03:13 AM

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 "saveObject" std::vector witch hold the actual...