Chansu Makes Games

A design student's progress blog for game development

The Name of the Wind

(download)

Some brilliant ambient wind sounds courtesy of freesound.org. This should play when in the combat zone, but when inside the safety of the monastery it would be nicer to feel a little more sheltered, so perhaps just a still forest ambient for there.

I added the bird and some subtle effects. It is seamlessly looped, so this can loop in the background without much issue while the player plays. If it loops enough times, the bird may become noticeable though, so we may use the version without.

Posted May 31, 2011

Alpha Channel 2 : Revenge of Premult

The idea was simple. Get an image of a tree, with alpha, stick it to a plane, hey presto 2D tree. Cram a few trees onto the same spot facing different directions and you have a passable 3D tree.

There are a few obvious options that would achieve this. First up:
Texture > Influence > Alpha (1.0)

This seemed to receive some alpha info from the image, but the rest of the plane remained black, and the fuzzy halo around the edges was not actually transparent anyway. Hmmm. Several off-topic or out-dated tutorials later, I just started bashing at the UI again. Maybe all the settings I need are not in Texture?

Then I found the crucial material setting:
Material > Transparency (check) > Z-Transparency, Alpha 0.0

At Alpha 1.0, nothing happens. But at alpha 0.0, the whole material is by default transparent. This works in conjunction with the Texture influence setting, so that the alpha of the non-transparent parts of the texture will raise the alpha level above zero. Its sort of backwards, making everything transparent and then filling in the visible tree parts, but perhaps this is just my strange way of doing it.

Even after I did this, though, there was still the annoying halo. I recognised this as the parts of the image with an alpha between 0 and 255, where it was fading in/out. But why was it not working? Luckily, thanks to listening to JP in cinematics last year, I had some idea that this effect is linked to something called 'pre-mult'. Having seen this word in the texture options before, I found it and checked it.
Texture > Image > Premultiply

I expected more options surrounding the premult, like in After Effects or Premiere, but there was just the check box. Praise be to the Corn God, it worked.

I added back in Brayden's trunk (I made my own planes since something was seriously weird with the UVs on his ones, possiblyOBJ conversion related) which I textured with bark, and erased the trunk from the source image to finish off the tree.

You would think 4 planes would be better than 2, but somehow I like the version with just 2 better. Perhaps it's the angle of my render camera.

(download)

Filed under  //   progress update  
Posted May 30, 2011

Wall corner

Wall_corner

I like this texture for a primitive rock wall. It looks like this must have been hewn straight from a boulder, rather than cobbled together out of pieces. There is a high chance of it not working with the surrounding walls, depending on where this is meant to go though. Since there isn't any tiling work on it (it looked very unnatural with tiling) swapping out the texture should be easy if we need to.

Source image from cgtextures.com.

Filed under  //   progress update  
Posted May 29, 2011

Stairway to Nirvana

Stairs

Perhaps that is a little dramatic.

These stairs are textured using weathered concrete tile, which in this case is represented stone tiling (or perhaps our monks have concrete technology, who can say?).

Source images courtesy of cgtextures.com.

Filed under  //   progress update  
Posted May 29, 2011

Main Gate

The main gate leading into the monastery is now textured. I've textured the frame so it looks like it's made out of large beams of wood. The colouring could work, it depends how it looks against the rest of the architecture.

The gates themselves have studded iron reinforcement on them, as front gates should. They are still wooden, to maintain a natural feel. There is a lot of tiling going on here, to save texture memory, but the downside is a lack of one-off details at present, such as handles. I was thinking a big iron ring on each side would be nice, but it would have to be cleverly done if it was only present on the texture.

Thanks to CG Textures for the source images.

(download)

Filed under  //   progress update  
Posted May 29, 2011

Presenting: Rocks

Some rocky environmental pieces I have textured. Thanks to CGTextures for the source images.

The normal-mapping is quick and dirty at present, but a high level of precision isn't needed for rocky surfaces really.

(download)

Filed under  //   progress update  
Posted May 29, 2011

Great Game Design Blog

http://www.lostgarden.com/2011/05/game-design-logs.html

This blog is written by an industry veteran with some seriously useful design process insights. He has a nice clear style that is very easy to read and packed with great advice.

The particular entry I linked to has some great tips for how to run ongoing documentation for your design team while keeping your process iterative and flexible.

Filed under  //   learning  
Posted May 7, 2011

Motion Study

Could be useful, I am thinking of a run cycle (frolick cycle!) instead of a standard walk.

Filed under  //   inspiration  
Posted April 5, 2011

Renders

Here are my final renders from various angles.

(download)

Filed under  //   progress update  
Posted April 5, 2011