So about that game I’m making
Hey. Everyone. mR5M1LeY here. Yeah so this week there is a bug surprise. A surprise for me. Well not really a surprise. More like bad news. Yeah so that game I’m making? We had a name for it. TDP4:Team Battle (or Tactical Deathmatch 4 players: team battle). I had a logo made for it in 3D and everything. It was a lot of work and really good promo buuuut.. unfortunately I just found out there is a nother game called the SAME THING. My team met al day and all our ideas for new names arent as good as our original name and we have a deadline to meet for promotional content. No hard feelings though, It’s a good thing we have to change the name because our gameplay is changing a little bit. Well, the idea for our gameplay. I mean, we are still in the process of coming up with some of the mechanics and backstory of the conflict so we would have had to change the name anyway. But whatever. It’s not a huge deal. So with the bad news comes the good news. So my team was using UDK engine 4 to make our game but, its not very good for artists. It’s all for programers. Well, I’m an artist, So i was really glad when my team finally decided to switch to blender game engine. So, if you havent ever heard of it, blender is open source (which means free to use), and has photorelaistic graphics. here is a really cool simplified polygon design style which i love but was impossible to make in UDK, now we can finally get this style out of our game to make it stand out from all the grungy, grey colored shooters http://www.blendernation.com/2015/01/28/behind-the-scenes-melting-home/ Also I never thought I would ever see someone make dragonball in 3D but wow blender is so powerful to use, they were able to make it work and look really amazingly beautiful. I love dragonball so much and I love this style. I am using bright colors like this to make everything pop and my main character cyborg will definitely be in this style http://www.blendernation.com/2014/12/09/goku/ And finally, blender is great for scifi guns too. This is a scifi FPS (science fiction first person shooter), after all http://www.blendernation.com/2015/02/02/behind-the-scenes-retro-blaster/ Aside from the naming issue (that really isnt that big of a deal though), more good news. This has been a productive week for me, i have worked well over 20 hours - whew! I mostly worked on alot of technical things unfortunately that aren’t very interesting to show, like making models ready to texture and making the sculpt of my character posable with a program i bought, and other important stuff. One thing I CAN show that IS cool to look at is the model I’ve been working on. Well, not the model, but rather the concept art that will soon be the model! So if you havent guessed, I worked on - yes - a vehicle. It’s called the B-52, or bombski-52. Why 52? 52 stands for the version number. Remember this is far in the future so about a hundred years, and there are a lot of changes. Well one of those changes is that there was a really popular combat vehicle called the B-1, and now 100 years later and after many updates, the military is on the 52nd version of it, thus the B-52.
You’ll notice it has 2 seats, 2 sets of glass, 2 wings, and - guess how many transformations? - not 2, but 3. Got you on that one! The B-52 is a light scout reconissence all-terrain combat vehicle with a hover, ski, and wheel mode. There isnt really any reason to do anything but fly, but it offers more options to the player by allowing all kinds of different combinations of transportation. It’s basically an all-in-one transport for up too 2 people (one pilot, and one in the back) The B-52 basically combines the best of an ATV, jet ski, and fighter jet (it even has fighter jet missiles for taking out heavy armored targets) to create an original hybrid vehicle perfect for nearly any situation. However this manuverability and agility comes at the cost of not being well protected like most vehicles. But balance like that is very important, and makes the game more fun! One of the best parts of making a vehicle is that it is a larger asset, so it has a ton more detail than on a weapon. This really lets me challenge myself to use one of my main core design principle for man made objects. That principle? Imagine how the object is put together in the real world. So, there are panels to access the internal components like the engine, so I have to detail all of that by hand. It separates the good modelers form the rest of the modelers. It’s tedious but I love it Speaking of tedious, lets check out the work breakdown! I worked a grand total of 26.7 hours this week! I think that might be a real record, and I was even busy for part of some days on other stuff! I worked so much this week, I had to actually forced myself to stop myself working on friday and took all of saturday off so I could recuperate before next week starts! Here is the breakdown 5 hours - project meetings with the team .5 hours - B-52 blocking .5 hours weapon map baking 2 hours - B-52 model 4 hours - More meetings with the team 3.7 hours - B-52 sketch refinement 3 hours - B-52 model 5 hours - B-52 model 3 hours - blogging Over and out! This is mR5M1LeY singing out.











