Archive for the 'Uncategorized' Category

Progress Report 10-18-09

Posted by Alexander Smith on October 18th, 2009

Sorry folks, but there won’t be any update tonight. I’m crunching time as it is to get a college paper finished, plus stuff to use for a presentation. I’ll have cool stuff to show next week.

Thanks.

PROGRESS REPORT 10-13-09

Posted by Alexander Smith on October 13th, 2009

Hello folks! Very sorry for the much delayed update. I was having shader trouble, which has since been fixed (Yes!). I have some nice juicy screenshots featuring the new colors of the Pfhor fighter. Also, I’ve finished the 5th, and almost last survival map, and I have a render of that to show you. Lastly, I got my shaders all fixed, so while the map is mostly unchanged, you should be able to see a difference in the shaders on the weapons, pickups, and monsters.

I also screwed around with the number of pfhor on the map. No, you will not this many in-game, it’s too hardware intensive, but it does look cool for screenshots. Enjoy!

PROGRESS REPORT 10-04-09

Posted by Alexander Smith on October 4th, 2009

Hello folks!

I have finished the 5th survival map. That means, I have only 1 special survival map to go, and all the maps for infested are a done deal. My next focus will be 100% animations, sfx, and just general work on all monsters. The great news on that end is that the guy scripting my monster AI is still making great progress, so hopefully these monsters will be plenty of fun to fight, and also a real challenge.

What I’ll do in the next few weeks is keep adding more and more different monsters to survival. I’ll also be working on the survival maps themselves. I want to get them fully “nodified”, and have good lighting and sounds and all that jazz. I’ll take screenshots of the action when I can.

Cya next week!

PROGRESS REPORT 9-13-09

Posted by Alexander Smith on September 13th, 2009

Hello folks. Not much to report tonight. I’ve started work on the last few survival maps, and I’ve been improving the current ones, adding/changing textures and such. I need to make a survival spawn system that will spawn enemies based on perimeters. I can’t wait to find endless hords of pfhor. ;)
Actually, that’s part of the problem. I have to make the spawners only spawn up to a certain number of pfhor, and no more. Otherwise, there’d be major framerate issues.

Sorry I could have more to talk about. Cya next time.

Progress Report 8-9-09

Posted by Alexander Smith on August 9th, 2009

Hello everyone. :)

Boy am I excited today. A very great guy on the dim3 forum, who goes by the name “ccccc” or “c^5″, answered me request for a basic AI script. He made a really good one in about 2 days. The script is very thorough, and easy to use. It still needs work, but it functions amazingly well already. Once I get the AI solid, and the Survival maps finished, and polish things a bit, I will see about doing a trailer of some kind

Btw, I wanted to tell you people, my college classes start on the August 21, but I will be back home at about 1400, which means I have LOTS of time to work on Infested. I don’t do that much work in the morning anyway. So don’t worry, development won’t slow.

See you next time!

Progress Report 8-3-09

Posted by Alexander Smith on August 3rd, 2009

Howdy folks. Welcome to the month of August! This month is special for many reasons. 1st, I start college this month, and I am very happy about that. 2nd, this is the month of lightmaps. I have finished every lightmap required for the 10 MP maps in Infested. They look great, and I’ve figured out a great new way of lightmapping inside areas. With those lightmaps out of the way, I can make the 5 Survival maps, and then get back to work on other stuff. Right now, my biggest problems are AI (not too hard, but it takes a while) animation, and misc. bugs. Besides that, things are going smoothly. I’m sorry I couldn’t show some pics of lightmaps, but Brian hasn’t released the latest version of the dim3 beta, which contains some fixes I need, as well as some important shaders.

I’ll see you next week.

Progress Report 7-11-09

Posted by Alexander Smith on July 11th, 2009

Hello everyone! I’m back from my “away” time, and sloowly getting back into work on Infested. I don’t have a lot of time right now, so I’ll make this short. Nothing major to report this week. I have a pic to show. I know the eye is weird, but I basically just copied pixel for pixel the sprites from Marathon.

Progress Report 6-14-09

Posted by Alexander Smith on June 14th, 2009

Hello folks! Not a lot to talk about this week. I have decided to not have any normal maps in Infested, for the reason that it would take far too much work to create normal maps for all textures, and the drop in performance wouldn’t be worth it. Fancy shmancy effects will wait for other games.

Also, I will end up having 6 survival maps in Infested. Hopefully that’s enough. These maps will not be regular multiplayer maps.

  • Created new Juggernaut rocket
  • New particles for Juggernaut
  • Created new Pfhor Trooper grenade
  • New animations for Pfhor Trooper
  • New concepts for survival maps

Progress Report 6-8-09

Posted by Alexander Smith on June 8th, 2009

Hello folks! Things have been going well with my work. Development is steady, and I’ve finished a lot.

Progress:

  • Juggernaut AI is nearly finished.
  • Drone AI improved.
  • New basic Hulk AI.
  • New animations for Drone/Hulk
  • Started work on new *CLASSIFIED*
  • Many bugs fixes and more…

Cya next week.

NOTE: From now on, I will have a forum link for every progress report. Eventually all comments will be handled in a forum thread for easy moderation and spam filtering. At that time I will upgrade to a news/report system I have designed, that will not have built in comments (too spammy).

Progress Report 5-5-09

Posted by Alexander Smith on May 5th, 2009

Hello folks! I apologize for the late update, I have been very busy lately with real life concerns, so I haven’t had the time to prepare this update. To make up for the my lateness, I present two renders and a progress report.

Progress:

  • Modeled/UV mapped/Textured Pfhor Trooper
  • Modeled/UV mapped/Textured Juggernaut
  • Started work on last weapon. (Very secret…)

Forum Thread: LINK