I've been reading GameDev journals for years now and I've been waiting until I had something to write about before I ever made one of my own. I don't know if that time was really now, but I should be working on my game at the moment and this felt like a way to get my mind back on track.
My game is Outworlder, a 3rd person action game in which you fly with a jetpack and suck up rocks and shoot them out to kill enemies. I'm programming the game with 1 animator for the final project of my games programming degree using the Ogre engine. The other 4 groups making games for their final projects in the same course have 4, 7, 8 and 9 people; which I guess made us the 'underdogs'.
I'm sure I'll go into more detail about my game and myself in future journal entries and I'm determined to post pictures every update (they're what keep me constantly checking for updates to Dan Green's journal).
This time I'll start with some screenshots from various builds of my game throughout its development.
June 14 2007:
Small test terrain. Testing my texture splatting shader.
July 02 2007:
Cubes (placeholder rocks) with PhysX physics and ribbon trails.
July 13 2007:
The first "Scaly" (main enemy) model in the game.
July 29 2007:
Scalies with specualar mapping and crappy edge lighting shader effect I wrote.
August 15 2007:
Scalies moving to cover positions and shooting at me and my water shader I wrote reflecting terrain. The Outworlder model is finally in the game with specular mapping.
September 07 2007:
First pass of the level mesh put in the game and testing texturing it. Early lens flare effect. New Outworlder shader: per pixel lighting, rim lighting & specular map.
September 29 2007 (Latest Build):
Updated level mesh, terrain texture splatting sizes changed, lens flare changed to different sun flare effect. Added side thrusters to Outworlder.
Outworlder falling.
Outworlder flying up.
Outworlder flying forward. Starting island shown.
Looking out onto beach area from inside canyon. Trees.
Looking at beach area from water. Water reflection, refraction with fresnel term.
Blowing Scuttlers (other, exploding enemy) back. Fuel Cell pickup with shield shown.
Scaly with updated shader (basically the same as Outworlder's). Inaccurate weapon offset from hands (I'll fix that after this journal entry ;) )
I'm really happy with how developments gone thus far. We've still got a ways to go, but it's all starting to come together now. Check back in for my future updates where I'll detail more about the game's development and more about the game itself.