I specialize in game design, creating interesting and unique concepts either from original ideas or prior gameply elements. I tend to stick towards old-school game styles and keeping visual representation consistent. There's a lot of projects I've started and left in cold-storage, mostly do to my free time being sevearly limited to work on such projects, but I usually make up for it with fast production methods.

Comment History  (30 - 54 of 54)
scott_aw
scott_aw @ Get the latest Update for 'I,Mayor'!

Very nice :)

Good karma+1 vote
scott_aw
scott_aw @ Strip2Vox V3_beta

Glbasic.com

Strip2Vox forum topic, check for details and progress. New versions will be posted both here and there, but do to authorization delay, the forum would have the file first.

Good karma+2 votes
scott_aw
scott_aw @ Angelica animation test

I can see where it needs some work, but the other motions of the overall body was kind of nice, made it seem more organic with the entire body moving instead of just an arm and mouth wagging about like the old days ;)

Good karma+1 vote
scott_aw
scott_aw @ I, Mayor Full Version Release 2

Very nice, the tutorial helps a lot.

Good karma+2 votes
scott_aw
scott_aw @ I, Mayor

It seems very promising, I like the look and simple controls, but for the life of me I can't seem to get anything to develop zone wise, nor does the population ever increase.

Seems pretty fun though.

Good karma+2 votes
scott_aw
scott_aw @ Grim

It does resemble the Conker look and feel, I'll watch this one for sure.

Good karma+2 votes
scott_aw
scott_aw @ XL-Project Move and DaggerXL Version 0.20 Update

I can't wait until more gets done, I've always loved this game.

level 3 in 10 years doesn't sound far off.

Good karma+1 vote
scott_aw
scott_aw @ The Legend of Erthia

I always liked these games, and done in RPG Maker VX? Nice. Looks better than the old-school ones.

Good karma+2 votes
scott_aw
scott_aw @ Combat Progress, getting there.

Evaldraw renders them with squares instead of cubes so its faster.

So they resemble sprites more...which is kind of the look I'm going for anyway, and of course speed.

Good karma+1 vote
scott_aw
scott_aw @ Black Shadow 3D

This is in Evaldraw for now.

Good karma+1 vote
scott_aw
scott_aw @ Creepy, half-done character skinning video

Its a 4d bunny.

Good karma+3 votes
scott_aw
scott_aw @ The Feline Clan

Can you catch prey? Are there any hazards and enemies to avoid? That kind of stuff.

Good karma+3 votes
scott_aw
scott_aw @ Early tech demo 2

Voxlap wouldn't be a good transition, I've worked with it and it requires a lot of C coding. The only step up I have is using what was released of Voxelstein on sourceforge, but still more C coding.

Ken himself says Voxlap is inferior to his newer renderer, which supports multi-threading and multiple cores.

I'll stick with Evaldraw, keep in mind things are still pretty early on. Also duke3d has some serious sound and clipping issues that are now resolved with Evaldraw. I can also play full MP3 quality music and sound using FLAK format without a hit on performance. So I think I'll be sticking with this for now. The end product will be compiled with some libraries in C anyways.

Good karma+1 vote
scott_aw
scott_aw @ Black Shadow 3D

For some models I used images to make them, other stuff is actually converted from 3ds files using Poly2vox.

Actually at this time, shadows kill performance on netbooks. But then its only been tested on one of my older gen netbooks so I can't say for certain.

Hud models will be update and cleaned up when I start working with them some more.

Good karma+1 vote
scott_aw
scott_aw @ Black Shadow 3D

FYI, due to MODDB's long delays in accepting some files, I'll be spacing out demo realease further apart here. However you can find more frequent demo updates at 64digits.com.

Good karma+1 vote
scott_aw
scott_aw @ Working Towards Version 0.20 and Beyond

It plays great so far, I can't wait to see more done.

Good karma+1 vote
scott_aw
scott_aw @ DaggerXL

I'm liking those lights, its funny that the original daggerfall had the radial lighting, it just never worked right half the time.

Good karma+1 vote
scott_aw
scott_aw @ ARRANGEMENT

Looks pretty amazing

Good karma+3 votes
scott_aw
scott_aw @ Warcraft vs Starcraft

I love this concept, nice mash-up, I wish I still had WC3

Good karma+1 vote
scott_aw
scott_aw @ UDK now royalty free until $50,000 in sales

Damn, this is pretty amazing.

Good karma+2 votes
scott_aw
scott_aw @ DungeonQuest: Major Bugs Solved and Enemies Really Close

Personally I'd make those light spheres pixelated to match the rest of the game, maybe even a little yellow.

Good karma+1 vote
scott_aw
scott_aw @ IndirectLighting in [w]tech

I think if you use it right it could look very nice. The harsh shadows are really only realistic in an atmosphere with only a few sources of light, where as an out door lighted areas would have soft shading.

The fact that you need less point lights to light up a room is a plus in its own though.

Good karma+1 vote
scott_aw
scott_aw @ Nehrim: At Fate's Edge

I'm getting this...

Good karma+1 vote
scott_aw
scott_aw @ HPL1

It's a very nice engine, performed better with interaction than Oblivion does. Also I loved the Penumbra games, can't wait to see what their newest engine can do.

Good karma+3 votes
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