Saturday, 31 December 2016
Wednesday, 28 December 2016
Not long ago I was preparing for trip to Poland, buying Christmas presents and now we are already past this holiday and waiting for new year. Continuing my tradition I didn't done too much in this period of time. I was focusing on resting and spending time with family and friends.
This of course didn't mean that I did nothing :) Thanks to some voodoo magic Linux build once again slowly coming together on my laptop computer. I want to believe that I didn't broke too much in Windows builds doing all this changes. Well we will see when I will be back and will try compile and run game.
Other than that not too much happened. Till I will have running game on my laptop I'm blocked. Good information is im really close to finishing this :)
Saturday, 17 December 2016
- My expectation grown a lot from what I initially wanted achieve.
- Technology that I using is a lot better
- There are better tools for game development.
- I'm a lot older and experienced than before.
- I'm also a lot more tired than before.
- Project still exist, it's still is developed but there is still no game.
- I'm still experimenting with technology.
- I'm still doing most of things on my own.
- I'm still failing to deliver updates on time :)
But well for me both engine and remake are equally important. In the fact one wouldn't exist without other. Everything started with dream about my own engine. I knew I want to do it but I also knew that technology without game is useless. This was begin of Little Big Adventure Remake. Time passed and I can openly tell that if not this remake I would probably long time ago just gave up on engine. But I cant.
If you look under posts and movies related to this remake you will see why. There is so many people interested into this project that I would fell terrible knowing that I never gave them even occasion to play this game so I still continue my journey of developing remake even if sometimes I'm tired or close to giving up. I'm taking then day or two break and return to topic once again. With fresh strengths and new ideas.
Sadly not all stuff going how I planned them. Recently I needed to reinstall operating system on my PC. Before I reinstalled all my programs and configured projects few days passed. In this time project didn't moved forward at all. Next few months also don't look too colorful for project. But well more about this in next posts.
Sadly because all of that I wasn't able to prepare proper video preview and I'm not sure I will be able to do it in next 2-3 months. I will for sure try my best to brings some updates. But well if I will fail I can just say sorry and try to to show you some really big when things will return back to norm :)
Sunday, 6 November 2016
In the end I cannot say that road to creating this video was easiest because of amount of changes that was done and generally the mood I'm in recently. But here you have it :) I want to believe that next one will go better and on time.
What you guys think about idea of making next Video Preview in form of Twitch or YouTube live stream ?
Sunday, 9 October 2016
So there was this week missing from our development time but the rest was also a little bit sloppy. I was resting a lot and doing a little but now once again development moving forward.
We done a lot of changes in way we handle physics in engine and we plan to continue this work for a little bit longer. Like always this broke some of the stuff and now I try to recover everything I find.
This changes require some changes in out object properties system which happening right now. This is not easiest change which require a lot of caution because one not noticed mistake may cost us later really a lot of time.
Next pretty big change was done in animation system. I maybe should call even extending because we added some functionalities we need for next game features. But ended changing some of existing one.
On top of that all we experimenting in free time on look of Citadel Island. I expect that in 1-2 weeks we should have new video showing all this features and probably a little bit more :)
Sunday, 11 September 2016
Monday, 29 August 2016
Sunday, 21 August 2016
Well we don't have clear idea how to improve form but we improving content in second half of video:) We spend already a lot of time working on stuff for next week video preview and there is still some time :D I believe that in this short time we still be able to create some game improvement. For now I won't say more and will leave you with this small spoiler:
Saturday, 30 July 2016
Sunday, 3 July 2016
This is still begin of work and a lot need to be done but finally all pieces coming together and we should have really interesting next video preview :D
Thanks also for all support that you give to us it give us strength to continue this ambitious project :)
Sunday, 29 May 2016
As you can see this time there are some visible new gameplay elements which give slightly impression that this may be even game :] Just slight of course but as you see project going forward and we don't lying saying this all the time.
But well this milestone is behind and we can move to next one: Recovering some basics of movie system with editor to bring back moving platforms in sewers and prison. When it will be done I don't know but we try our best :)
Thursday, 19 May 2016
Generally progress on game moving forward. Extension of animation system I was talking so much for last few weeks start taking shape and already brought new stuff to game: first version of jumping and new problems to resolve :) So I slowly sculpting this system trying to make it work. But improvement won't be visible without good input data so I spending some time trying to level up in my "animator" skill.
For interested I reading currently "The animator's survival kit" which is really good book if you like to learn about animations. After reading half of it I see visible change in quality of my animations: they are just bad not terrible anymore. I still need a lot more practice to get to some satisfying level but I will get there.
Other then that there are a lot technical things like changes in Constant Buffers, Recovering of editor tools, improving of graphs widgets and generally a lot of small changes which make my life easier.
Probably some of you are also curious what waiting us in future :) After animations system in place there will come next preview of game and we will see then. Like my teacher of Japanese was saying: one cookie at the time.
Sunday, 24 April 2016
Tuesday, 15 March 2016
Tuesday, 1 March 2016
My name is Alejandro Machado and I'm this project's concept artist. So I'm going to be in charge of designing all the different species that populate Twinsun, the main characters, the clothing, the devices, the buildings... Well mostly everything.
And this leads to the question: What are we supposed to do in this game? As we all remember, the designs in original Relentless are quite awesome. They're cute and endearing and we all love them.
But it's also true that they're designs from the very beginnings of the polygon era. That's more than 20 years ago and many things have changed. We're not longer limited by the graphics and aesthetics in games have evolved over years. And we mustn't forget that this project has become more and more ambitious since it's beginnings. In conclusion, my main function here is to develop a graphical update for the entire LBA universe.
On today's post I'm going to talk about Funfrocks army and their concept evolution so far.
Clone troopers (quetch)These are the enemies you step into at the mere beginning of the game. They're the clumsy yet dangerous Funfrock's minions that crowd every single crossroad and critical path.
They posed quite a challenge on the go, because they must look goofy but still suppose a threat on Twinsen's life: even when they're the easiest enemy, if you make a mistake they can take you down within seconds with their rifles and grenades.
Originally the idea was to make a heavy redesign of them, taking out the goofyness and going for a dark and threatening aspect.
So we decide to go back to the roots and look the original game for an inspiration. This time I decided to emulate the overall shape of the original ones, but adding some threatening aspects. In this case, the arms would be bigger and stronger, and the uniform more complex, full of weapons.
Spies (quetch)This mysterious guys will be an addition to the game. Their function will remain secret for now, but we can take a glance at their overall aspect.
On my original approaches, I imagined this guys full covered in clothes with this big disturbing eyes who stare at you, making you nervous at anytime.
Even when we kinda like this idea, the main problem with it is that their intention was to clear. You know they're interested in you because they're looking at you.
So, after some trial and error I finally come up with this new design where their eyes are covered with the mask. So they can make you think they're at their own business while they don't lose any detail of you, with their microphones and other special devices.
Hope you like this first post and be expecting my next ones.
Sunday, 7 February 2016
Saturday, 9 January 2016
- CoffeMonsters Team
- Announcement of change "Angelus Productions" -> "Coffemonsters"
- New Logo/Blog/Facebook page
- New member: Alejandro Machado
- Started redesigning of game
- Improved project generator:
- New system based on python script
- Added code generation to process
- Added Visual Studio solutions generation.
- Added support to Visual Studio 2013
- Improved building of external libraries
- New build system for continuous builds
- Created build script in python with Windows/Linux support
- Created Jenkins configuration for build machine
- Finished port to Linux (earlier Editor part wasn't finished)
- There were migration to never versions of: bullet physics and Qt
- Changes in resource system:
- Added support to animations
- Added support to meshes
- Added support to levels
- Improved Blender exporter
- SQL queries tool added to editor
- Improved RTTI code
- Improved Rendering Code
- Better management of releasing resources
- Better management of constants buffers
- Improved multithreading
- Improved performance
- Added support to Cascade Shadow Maps
- There was added new animation system.
- Support on game side
- Editor to it in editor.
- Changes in communication editor <-> engine
- All communication is happening with use of events
This list I wouldn't call completed but it should give you overview of amount of work that was done. Remember that in meantime I was changing job and moved from Canada to UK. If not this this year would probably be even better :D