Sunday, May 17, 2015

Still working....

Hey there, it's been a few months since I posted about the game. Unfortunately I haven't anything I feel comfortable showing and your probably tired of seeing half-baked concepts. Most of my time atm is testing out different gameplay ideas(and throwing most of them out...) A couple of are going well however.

I'll make a post on twitter or something when I have something to show.

Sorry guys. Til next time.


Wednesday, January 7, 2015

Dev Log | 030 | What a difference good headphones make...

Just got these in the mail- California Headphone Co. Laredo On-Ear Headphones
will post a picture of these later with the ones they're replacing.

Boy, are these nice. I managed to get a pair when they were $15 to replace my broken ones.
Tried them out on a few of my favorite songs when I decided to them out on some of the stuff I was working on.
To put it nicely they weren't as successful as I had previously thought so on the shelf they go for now. You can listen to them below if you like. Comments and critiques are welcome.

*Note: Play at half the volume!

That's it for now. I think I'm going to play around with these for a bit and test out their range.

Thanks for stopping by.


Wednesday, December 31, 2014

Dev Blog | 029 | Have a Happy New Year

With the recent christmas sales and several of my devices showing their age, I decided to pick a few things.
1) HGST Touro 1TB Mobile HDD - My laptop has been low on memory for awhile so this seemed like a no brainer.

2) iPazzPort Wireless Pen Mouse - I really hate small tablets. They sprout legs and walk away without telling three weeks before X-Mas. That's fine. I found something that suits me better.

While the Touro was an easy set-up and go the pen is going to take some getting used to. See disaster Ex. 1, a.k.a New enemy type- Falsehoods
So that's it for this week.

Thanks for reading and Happy New Year!


Wednesday, December 3, 2014

Dev Log | 027 | Axe Basemesh

Still coding this week. : /  Did get a basemesh out though. Here's a short segment of me modeling it.

Thanks for reading.


Wednesday, November 26, 2014

Dev Log | 026 | Production Schedule

Hello. Since this week was pretty much spent doing "busy work" on assets and working in new software I figured I would answer a few people's questions regarding my schedule for the game and when it will be finished.
Quick answer: Whatever needs worked on in the time I have and I don't know.
Long answer:
A lot of this is wishful thinking but it's what I'm following and working towards. If you have any more questions please feel free to ask. I will get back to you as soon as possible.

Have a safe and happy Thanksgiving and thanks for reading.


Wednesday, November 19, 2014

Dev Log | 025 | Tantrum Slugger color scheme

This week I've been working on the different iterations of Slugger that players will be running into while playing the game. The first version they'll be seeing is this one.
Thanks for reading.


Wednesday, November 12, 2014

Wednesday, November 5, 2014

Dev Log | 023 | Slugger wip #02

Another late night post. Here's a screenshot of the highpoly so far in Blender.
Can't seem to get the wip video to work on my end. If it works for anyone please let me know, otherwise I will reload it later on in the week.
Video works! If you have any trouble let me know.

Thanks for reading.


Wednesday, October 29, 2014

Dev Log | 022 | Slugger wip #01

Hello again.

Here is a new enemy type for the Mage. His name is, for the moment, Slugger.
When designing the character I was looking for a close combat enemy type that would do well against an unwary player. Model is very much a wip. Will insert a video turnaround of him later in the week.
Work in progress video is up.

Good night folks. Thanks for reading


Wednesday, October 22, 2014

Dev Log | 021 | We're Back

It's good to be back. Finished up the last of the contract work yesterday so let's get back to development. First off is a quick base mesh in Sculptris.

I really enjoy the simple interface in Sculptris. Very few hotkeys and everything you need is sitting right there in front of you. Makes it so much easier to throw out a couple ideas in a short amount of time.

What happens when you let me me goof off.^

 That's it for now. Check back next week for more on current development

Thanks for reading.


Tuesday, July 29, 2014

Dev Log | 020 | The Money Grumbles...

This has not been a fun week so I'll just cut to the chase: Development is officially on hold for Project Ghost for the month of August and possibly September.

As luck would have it my safety net funds for while I was developing the game are now tied up. Nothing bad, just life. So, for the month of August and possibly September I'm taking on some more paid work and bumping up my portfolio so I can comfortably work on Project Ghost without further delays from random curve balls.  -_-

Probably should have mentioned this a week or two ago but things weren't quite so concrete as they are now. For that I apologize. I hope to see you on a Wednesday in September/October.

Like always, thanks for reading.


P.S. I'll make a post on twitter once development is back on schedule.

Wednesday, July 23, 2014

Dev Log | 019 | Happy accident

This week I revisited some thumbnails I'd made back in June when I came across a rather happy accident. Decided to continue with it and this is what I came up with.
I can easily see this guy being around for longer than just this game. If resources allow I will try recording the making of him sometime this week.

Thanks for reading


Wednesday, July 16, 2014

Dev Log | 018 | Lvl.1 Assets wip #01

Work-in-progress screenshots of some assets you'll see in level 1 of the Castle Ruins.

Assets visible: Thrifter portal, Prodigy pedestal, and Cold Flame Drop.

Thanks for reading.