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Wednesday, May 21, 2014
Blast From The Past

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Recently I decided to go back to some of my old images and look at them more critically.  After looking at them I thought it would be good practice for me to actually apply the things I have learned.  Since I don't have to start a new image from scratch I can quickly address the issues I see now that I was either too lazy to fix or either could not see the problem or solution at the time.  Here is an updated version of a scene I did in 2012 I think it was.

  
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Monday, October 14, 2013
Saturday, September 21, 2013
Dungeon Exploring Time

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There is still tons and tons of work to be done to the game, however it is at a state that is playable.  In the current state there is only one enemy model and there are some missing animations and textures, the odd bug/glitch.  Plus the game is still not fully balanced but hey what is the point of making a game if nobody is going to play it even in its currently being developed state.  So grab your torches and armor up for some adventure time through the dungeons of This is Dungeon! 

Side note: if you right click on the unity webplayer you can enter fullscreen mode, escape key will exit fullscreen.


Enjoy!
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Saturday, September 14, 2013
New Screenshots

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I have been doing code cleanup for some major parts of the game such as the loot dropping mechanic for enemies and treasure chests.  Probably another week and I should have it to a state that I am very happy with.  The hardest part about designing a game where the largest feature is its randomness is the fact that it is hard to tweak the systems without doing multiple play tests.  But I'm finding ways of working that into the design instead of fighting the randomness and trying to make it do exactly what I want every time.  If I tried to do that too much it would kill the entire point building a randomly generated game.




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Tuesday, September 3, 2013
Sunday, September 1, 2013
Random Level Generation

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The level generation system in This Is Dungeon uses a few different ideas to produce the final levels but I'm just going to go over the first right now.  Levels are generated using the Dungeon-Building Algorithm by Mike Anderson.  This algorithm is very simple to implement and gives really good results.  The levels generate very quickly and the player is guaranteed to be able to reach every room of the level.




After playing around with the generated levels in game I started wanting to be able to break the map up into multiple sections.  Since the features are built one at a time from a previously built room I realized I could just tell the generator how many sections I wanted to break the map up into and divide that by the number of rooms it was trying to generate.  The result being the number of rooms that should go into each section.  With that info you just keep track of the rooms already built and when that number equals the number of rooms per section pick a wall tile that can build a room and then lock off all previously built rooms and start a new section.  Locking the previously built rooms meant that new features would only build out from the new section.  Toss in some organization code for storing rooms under section nodes and create new section nodes when its time and there it was I had the generator breaking the map up into multiple sections and grouping them accordingly.




The major plus to this was that levels got a bit more of a flow to them and since everything is organized nicely into sections it is very easy to place lock and keys in the proper locations.  The player always spawns in the first section, the level exit always spawns in the last section and any puzzle blockers can look at the sections and know that if the door to section 3 is blocked then the key to that door should be found in either section 1 or 2.




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Monday, August 26, 2013
This is Dungeon!

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Some screen shots from my current project "This is Dungeon", a roguelike dungeon crawling/twin stick shooter.  Like every good roguelike levels are randomly generated and death is permanent.  While there is combat in the game and 100's or really good roguelikes already out there I am more interested in making the game feel like a really solid exploration experience instead of a hard core shooter or RPG.  That doesn't mean it won't have elements from both genres though.  There should be lots to do/find in the dungeons such as hidden rooms, items, traps and other treasures.  When finished the game should only take an hour or so to play through though there will be incentives to keep playing.









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Thursday, May 16, 2013
Shopping in the Zombie Apocalypse

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Shopping in the zombie apocalypse, this is a concept piece I did about a year ago now.  Like many people out there I also enjoy the idea of a good old fashioned zombie apocalyptic world.  It would be utterly horrifying to be faced with the idea of being eaten alive by a pack of rotting blood thirsty living dead.  But, who wouldn't want to explore the world after people?  With all the places to explore it would feel like being on a different planet.  For me it goes into that child hood fantasy of wanting to spend the night in the mall with all of the stores open and you, just for one night can do whatever you wanted too!  That would be AWESOME!  Maybe that is one of the reason I love working on environments so much.  It becomes very easy to get lost in the idea and emotions of what you are trying to have the viewer feel.

My first thought when approaching this image was thinking about simple normal parts of every day life and what those might look like in the zombie apocalypse.  We all have to go shopping so I thought, "hey what would shopping in the zombie apocalypse look like?".  The entire time working on the piece I just kept thinking about what it would actually be like to live in this world and walk around in this space.  Once that thinking was in mind everything started to fall into place fairly quickly.  One of the things to help keep pieces like this moving fast enough to keep me excited is by using photo scrap to help quickly drop in the ideas as they come and then painting over and tweaking them as the image progresses.  I used tons of photo scrap and a few 3D elements for this piece.  The body on the right side of the screen and the foreground character were 3D models I posed in DAZ Studio and painted over.  I don't really mind the stigma that comes from working in this manner since its all about enjoying the work and getting a piece finished with all the ideas in place.  When all is said and done I'm very happy with this piece.  It invokes the idea I wanted it to and thats pretty much the goal.
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Saturday, September 15, 2012
Rocky Terrain

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I saw a really awesome render of some rocks the other day and was inspired to see if I could recreate a version of my own of some rocky terrain so I made this little scene.  The scene was modled, rendered and composited in Blender 3D.  It is a very simple scene and made just for fun in a couple of hours.  The rocks are all subsurface cube objects that I run a noise displacement map on using the world coordinates.  This allowed me to just make instances of the cube and drag them around the scene to get different rock shapes.  Some of the rocks needed to be scaled to get some more size variation but that is pretty much the only thing that is different about them other then their positions.  It was actually really fun to just move the cube around the scene and watch these random rock shapes form.  After the layout was done I added in some particle grass to break the ground up.  Not enough time was spent on the grass so it looks pretty bad but at the time it did its job.  After rendering there was a quick color correction pass using the compositing nodes in Blender to bring in a little more red into the shadows and some  other slight effects such as a soft glow.
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