Just a random guy with a passion for video games and music. If you want to contact me, I'm on Xfire and Steam often enough. If you want a custom header, background or avatar (or all three!) for personal use or for your group(s), let me know ;) Space and words of all sorts will fill this space, never to be seen again. On top of that I am going to update my profile so that you cannot see these words. Instead, a cool looking picture shall go on top with some html links for various sites of mine. I still have five hundred characters to go. Drat. Whilst writing that I lessened the character amount. I now have three hundred and sixty one. Wow, that actually worked. But it doesn't matter, because you will never see this again. Well, maybe if you're lucky you will, but I'm not so sure. Anyway, I'm going to attempt to. I need to max out the text. Horribly annoying at times, let me tell you. Still quite a few characters to go, but only in the double digits. Fortunately that ate a bit up. Single.
In the long run, it really has been slow, partly due to school starting again, and a total burn up on my end.
The last update showed the WECU chambers, and the detailing that went into them. I had started them without the realization that I could not, in a sane condition, recreate them 3 more times from scratch. That meant I needed to find a way to copy and paste each one in proportion to the plans I had in mind. That took several mapping sessions just to get the 4 square right. Then I realized on the scale I needed it to be on, there should have been 3 other 4 squares (yes you read that right). I ended up increasing the mapsize and copying and pasting over a quarter of the map for each WECU square. That also took a lot of work. So unfortunately I didn't get a whole lot of detailing done, but I did complete the majority of the level.After that, it was mainly to give the level a more "scientific feel". Catwalks, big doors, and unadorned supports. This started out fine, with a main catwalk along each wall, two story's high. From there I planned on branching the catwalks throughout the facility. However, after completing a portion of the catwalks, and in an attempt to save my work, the engine crashed. Unfortunately it erased my catwalk work, with all the detailing I had put into it (railings, texturing, etc). That was tough as I had wanted to finish the level really bad (although I knew my expectations were unrealistic). So I just had to step back.
I haven't really given an update on the storyline, and that's why I'm doing so now. At the time of the mapping, I (thought I) had the storyline watertight. Not true. I've now learned that storylines can be revised many times before you're satisfied with them. While the plot still revolves around the Energy Resource Initiative, it's why the ERI facility was truly set up that I need clarification on. So I'll continue working on that in the upcoming weeks.The Added Bonus
This week I got back into contact with Slayer (who had done our early concept for the Dark Tunnels logo). He had taken a serious interest into 3d modeling, and so I was able to get his help for some props. Hopefully we can work out some more ideas and props together that will give the game an authentic feel.
Also, I'm very sorry that I couldn't give any screenshots this time around. Hopefully by the time the next monthly update rolls around there will be a lot more work done, and we can showcase it. For now, thanks for tracking, and if you have any ideas, please share them!
Sandfly - Lead Dev
Well, I'm Sandfly, you all know that. I'm an indie game developer, which most of you know as well. The engine I use is Platinum Arts Sandbox. This is my observations and comparisons between the "tried and true" engines such as Unity, Source, Unreal, and PAS.
I'm just gonna say up front, that I have relatively (okay, zip) experience with commercial engine licensing and all that... But what I'm going to say, is (hopefully) true with most indie devs.
Many indie developers already have AND use great engines such as Unity, Unreal, Source, and while they are free, there are license's needed to publish a game (commercially). Those engines are vastly more robust than Sandbox and therefore most developers looking to publish a commercial game can get commercial licenses. I'm not saying that Sandbox' early development is a bad thing!! But simply that in a category (free engines) many engines outweigh Sandbox in versatility. Now, Sandbox is in it's early stages, and I'm greatly impressed by how far it's come, and look forward to more great work in the future! But for engines that are already complete, and made full time by professional developers, it will be hard to get indie developers to come to an engine, that's still being updated (even though it's potential is great) while other, more "tried and proven" engines are out there. With engines that have a showcase that include some of the most famous games in gaming history, it's hard to follow that with a still in development engine like PAS. That's part of my goal as an indie developer, to showcase PAS' easy use with games like Dark Tunnels, and Jumper: The Way of Life.
Those are just my thoughts, and like I prefaced this with, I don't know much about commercial products the in the game industry. These are merely my observations from the past 2 years in research on Unity, and other well known engines.
The reason for this blog was because a fellow Sandbox user is creating a "middleware" and it's commercial. Now if you read and followed my above section, you'll sort of understand why I would hold off making this engine commercial in part, until it's vastly more developed. I would like to hear you're thoughts as well on the use of a proven engine vs. a relatively new engine. Thanks for reading,
I enjoyed a good break from life this weekend, going on a road trip with family. The drive itself was fun, and I ended up spending around 12 hours on Pokemon (that alone made the trip worthwhile). Funny though, that was the only electronic device I used the entire trip. I don't have a phone, and I brought my iPod, but used it once. In the hotel the TV was turned on, but it wasn't a biggie for me. I realized that in the midst of this trip, I enjoyed the lack of electronic immersion that I usually have during any given day. It allowed me to enjoy my trip and the sights (which were many, because the state was quite beautiful). And I felt relaxed. Usually there's some sort of rush, "I need to get this activity done" sort of thing and I realized that's not exactly necessary. If you rely on activities for experiencing life, your going to miss out on the more important things, like spending quality time with family and friends. And usually the only way you can do that is if you're together, and everyone is NOT on their phones. But I think it's good to un-plug. You can take in the world around you and experience life. Which is sorta ironic because I'm posting this from my home computer. But anyway, I'll step off my soapbox. Do you think it's important to un-plug from life and those main things that take up our attention, like electronics, and simply sit back to enjoy friends and family?
Having just checked the homepage of ModDB, I can say with assurance I will do so from now on in! I tend to find some good games/mods that interest me, but nothing that truly sticks out. Until now. And until now it has been predictable games or mods, but for the sake of loving that predictability, I keep watching. And waiting. I figured there had to be a gem in the midst of other precious stones. And I was right. CANVAS has caught my attention like nothing else has. And that's pretty good. The teaser was so well made that I almost went mad that I didn't actually see anything that would give part of the plot away. I browsed through all the images, concepts and screenshots that the Development Team (Bloom) had uploaded. They were astounding. The tag line merely states:
That combined with the fact that no other game I know of includes a teddy bear with some psychic creepers combined with Mr. Crystal-head, lead me to believe this will be an extremely popular mod. In fact, it already is. I'd recommend checking it out and tracking even if you don't have Half-Life 2: Episode 2 simply for the fact that this mod will make you want to buy it. I have no doubt that once I have the time and money to get HL2:E2, that will be the first mod I will ever get for it.
Interestingly enough, ModDB won't load quick enough for me to log in. So I suppose you may be wondering, how the heck is he posting this?? Well, I'm using Desura (which I may add, I rarely use). Thankfully Desura finally allowed me to log in. But it was rather disappointing to not get any potential updates on mods/games I'm looking forward to. And yes, it is sad that I'm sad about the saddening prospect of not getting said updates. But still, if ModDB is under some sort of technical support, it may be worth it. I still find it strange though. Anyway, my rambling about not having ModDB for updates but getting on Desura instead.
It's been a while since I've posted one of these and figured now would be a good time to review one of my favorite DJ's of the moment, DJ Insomniac. From his bio: DJ Insomniac started spinning in the spring of 2007, with the far-fetched dream of sharing the music he loved with people all over the world.That summer, he decided to throw a little house party with a close friend. A shocking turnout of over 500 people showed up, making the event an instant launching platform for Insomniac. A few months passed, and Insomniac kept thinking of ways to spread and share the uplifting and moving sounds of trance with people across the world. In February of 2008, he started a podcast in the iTunes store, titled "The Sound of Insomnia." Another shock to his system, the podcast quickly reached into the top 30 most downloaded audio podcasts in the iTunes store. Currently, "The Sound of Insomnia" is downloaded by over 30,000 people each episode.
I've been a follower since the beginning and he's without a doubt introduced me to the better side of techno. He's performed live many times and has performed alongside Markus Schulz, Marcel Woods, ATB and others. DJ Insomniac has continually put out the best of Trance and Progressive in massive podcasts all of which are phenomenal.
I highly recommend him if you're a fan of Techno (even if you aren't I recommend his music!). I'm giving DJ Insomniac an emphatic "Yes!"
You can visit is website here: djinsomniacmusic
That's it for this time, stay tuned for future YoN's!
When I first got Steam to download Alien Swarm (which ironically I saw on ModDB) I was pretty psyched. It looked great, Steam and the game. Well, since then I've recieved and bought many games, and have thoroughly enjoyed my time with Steam.
While playing around in Platinum Arts Sandbox (an SDK), I found out I could browse the web while in-game. Needless to say this excited me more than getting a Red Rider BB Gun for Christmas. Anywhozzle, I posted on the PASF and checked ModDB, but I didn't log in. Then it hit me, what if I posted a blog about using ModDB/Desura on the Steam in-game web browser!
So here I am, fully able to post this blog in a web browser while building my cathedral. I find it ironic that I'm posting a Desura blog in Steam and therefore I think I fell in love with Steam. Again. Sorry Desura, I'm still a big fan of Steam, and probably will be for a while now. But hey! I get the best mods from you, so I'll see you later!
From my in-game Steam Web Browser
So I said a while back I'd post some more YoN's (if you don't know what that is, here's the Glitch Mob YoN) but due to prior engagements, notedly, school and school and, oh yeah, school plus, being slightly lazy on taking the time to research, nothing has come out.
I'll try to get on top of it soon, but I also have a 40 hr. project for school which you'll probably see more of than any YoN's (due to the project being for anything I want, therefore game creation). If there's anything you ABSOLUTELY positively want done, I can do it ;D
Gazing out the compartment window of the desert hovercraft, James thought, "This planet is just one massive dust ball."James Talis was Marshal, Second Rank in the Global United Federation or GUF for short. His latest mission had been to discover the whereabouts of the desert bandits on planet Terak in the Pluto Ring. The bandits were razing villages, robbing citizens, and destroying this developing intergalactic planet. James was en route to Hezon, capital city of Terak and GUF's planetary headquarters. In his possession was the exact location of the desert bandits but also Intel that suggested possible ties to the GUF. Wearily, James pushed his medium brown hair from his steel blue eyes. James was relieved to be heading back to HQ's, mission accomplished, for a much needed rest.
Suddenly, a bright flash outside the window caught his attention. There was a low rumble, almost like thunder and James felt something strike the aft of the transport. He stumbled and caught himself on his bunk. James looked once again out the window as a couple dozen two-man bandit speeders rapidly approached the slowing transport. He surmised the engines had been hit. James rummaged through his belongings for a Blue Tablet computer. With quick, hurried motions, he sent an SOS message to HQ. Grabbing his weapon, he ran into the hallway and towards the bridge. He could hear fighting up ahead. The bandits had stormed the transport but the crew was putting up a fight. Cautiously, James moved towards them in frustration. The dim-witted bandits were going to rob and destroy again. James had no further time for thought because two men stalked around the corner carrying rifles. James bolted through the command bridge. He could hear the sound of his pursuers behind him. Jumping a low wall, James exploded through a door labeled Cargo Bay. With a final burst of speed, James sprinted around one of the large cargo boxes and crouched. He was just in time. A moment later, two bandits ran into the Cargo Bay with rifles raised. Holding his breath, James waited. He heard one of the men say, "We were instructed not to leave until we locate and eliminate him. Let's split up." In that moment, James realized that the bandits weren't after the cargo or the transport, they were after him! There was a muffled sound and James listened as the sound of boots came closer, and closer. Eying his pursuer, James leapt forward and landed a solid punch to the man's face, dropping him. As the man fell backwards, James carefully grabbed the front of his vest, and taking great heed not to make any sound, laid him gently on the ground. James hurried towards the Cargo door, but stopped as he realized that by this time the transport was probably swarming with bandits. Taking a brief look around, James headed towards an escape ladder bolted to the side of the wall.