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Member Since 23 Jun 2012
Offline Last Active Today, 02:24 PM

Riuthamus's Freelance > Gdl - Gamejam - Robodash

Posted riuthamus on 24 July 2016 - 06:24 PM

Been an interesting weekend. Spent three days making a game for another gameJam. It was rather challenging since I had to create models for stuff that I had yet attempted. Our entire mesh was disjointed and parted out. Each mesh with its own bone set and animations. This caused for some interesting gameplay, but allowed for us to have physics on every bod...

Riuthamus's Freelance > Pastry Fortress - J007 - MP and Dropships

Posted riuthamus on 24 April 2016 - 05:48 PM

Been a few weeks since I have posted, mostly because work has been crazy. However, as with all my returns I come bringing gifts of visual joy! http://www.riuthamus.com/wp-content/uploads/2016/04/Screenshot-2016-04-24-13.33.30-1024x576.jpg
http://www.riuthamus.com/wp-content/uploads/2016/04/Screenshot-2016-04-24-13.33.28-1024x576.jpg  These are...

Riuthamus's Freelance > Pastry Fortress - J006 - Landscapes

Posted riuthamus on 21 March 2016 - 02:41 PM

After 3 days of putzing around with the grass I have finally created something I am happy with: 
After playing with the grass I moved into making some fun stuff (this is not final but just a stress test) 

Riuthamus's Freelance > Pastry Fortress - J005 - Grass

Posted riuthamus on 19 March 2016 - 09:03 AM

That is all. (seriously, that is all I have today! Im too tired for anything else) 
EDIT: yes this grass has some subsurface material properties

Riuthamus's Freelance > Pastry Fortress - J004 - Turrets + Third Person Shooter

Posted riuthamus on 16 March 2016 - 12:09 PM

So, most of today was spent getting the Third Person viewport looking solid. I think we have something acceptable: https://youtu.be/pO4AGN1RFk8  I also added in the clouds to the primary level and damn they look good! http://www.riuthamus.com/wp-content/uploads/2016/03/pastryFortress_007.jpg

Riuthamus's Freelance > Pastry Fortress - J003 - Fun with Clouds

Posted riuthamus on 14 March 2016 - 09:32 PM

A lot has been going on with the game this month. Here is a quick video showing off what I was able to accomplish today. (the music is custom and created by one of my good friends Skyler). https://www.youtube.com/watch?v=uCgUYJWT4TY&feature=youtu.be  This shows off something we were able to get in the game today. It is a particle based c...

Riuthamus's Freelance > Pastry Party J002 - Update

Posted riuthamus on 27 February 2016 - 11:15 AM

We have been fairly busy with the game and I wanted to show some progress of what is in place so far. We have added a promo video which you can watch here:  is short and simple and will be used to gather interest early on. I know it doesnt define or explain anything (that comes when we have a few mor...

Riuthamus's Freelance > Shifting Gears

Posted riuthamus on 24 January 2016 - 09:18 PM

So, been rather silent as of late. Life has taken a huge toll on me and more or less stripped most of my freetime away. What time I have had available I have tried to do as much gameDev as possible. In my time away I have worked on the following:
Creating a Steampunk 3d asset set
Created a game for a UE4 gameJam
Created my personal freelance portfolio


Riuthamus's Freelance > Week of Awesome III - Post Mortem (dont read if you have soft feelings)

Posted riuthamus on 28 August 2015 - 05:46 PM

WARNING: This might sound like a sore loser, but its not!! I am simply throwing out some constructive criticism.

After spending two years doing this competition I have noticed some very odd things. This post is an attempt to curtail such things and help to create a more "professional" style of GameJam. First off I want to say that I am very pleased we...

Riuthamus's Freelance > WoA 3: Day 7 (POST FAIL)

Posted riuthamus on 16 August 2015 - 11:50 PM

Welp, rendering finally finished and we found out the problem. Point lights. They cause serious issues with the new rendering methods in Unity 5.0.

Here is the final version (doesnt count for the competition though)

Sad that it didnt get to the final release.... oh well, always next year!

Riuthamus's Freelance > WoA 3: Day 7

Posted riuthamus on 16 August 2015 - 06:25 PM

The bad:

So, last night after making the video I decided to release another build. I went in and pushed a build and realized that the build time was taking 1 hour. I watched the build for another 3 hours and did some research only to find that Unity 5.0 has an issue with prebake rendering and lots of objects. This means that we had to reduce the lightin...

Riuthamus's Freelance > WoA 3: Day 6 pt2

Posted riuthamus on 16 August 2015 - 02:53 AM

This is the second portion of the journal for the day. I know this is the 7th day (tech.) but in Hawaii it is still the 6th day. I wanted to get out the video we had promised earlier in the day. What you are about to see is a highly polished turd! LMAO! Gameplay is there but still needs 3 or 4 days worth of work. That said, the coders on my team have been...

Riuthamus's Freelance > WoA 3: Day 6 pt1

Posted riuthamus on 15 August 2015 - 07:36 PM

So, beacuse there is going to be ALOT of work done today I wanted to make two journal entries. The first will be the progress that we have so far and more or less lay out where we want to go in the next two days. Part2 will tell you how close we got and come with a video!

UI Work:
I have created the topbar and some icons to work with it. Here you can se...

Riuthamus's Freelance > WoA 3: Day 5

Posted riuthamus on 15 August 2015 - 07:14 AM

The issues:

While unity is simple to use, some of the finer features are annoying. Mechanim is giving us hell (doesnt help that Shadow is using Unity for the first time in a long time) and making it very hard to develop things fast. Luckily, Shadow has picked up the state machine within a day and we got a lot accomplished today.

Despite how many things...

Riuthamus's Freelance > WoA 3: Day 4

Posted riuthamus on 13 August 2015 - 06:36 AM

Today has been somewhat productive. Sadly I do not have the time to make a video. I finished up work on the main menu screen and have started to work on some UI elements.


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