Meeting 2010/12/18

 
2010/12/18 19:00
Etc/GMT
Right now we're at a point in design where we need to start thinking about implementing core gameplay aspects and general design ideas. We want to have a sort of brainstorming session where everyone could share their ideas about the game, general or specific, abstract or concrete. We will also check everyone's tasks for the next few weeks.
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DAMN gaining momentum

In the last weeks the Digital Assets Managed Neatly-project has been getting more and more attention from users, there are now *5* game projects interested in a common repository hosted by DAMN.

Don't know what DAMN is? take a look at http://wiki.peragro.org/index.php/Tools/DAMN (forgive the old screenshot, check the live demo instead)

The core principle of DAMN is to make a centralized 'asset server':

  • To stimulate collaboration between artists, by the means of tasks e.g. a texture artist can pick up where a modeler left of.
  • To take the job of exporting out of the artist's hand by entirely automating it.
  • Allow to tag assets and make collections to easily manage assets.
  • Share an art repository between projects to reuse common assets, tag or group assets to be more settings or project specific.
  • Deliver and accept its content in the format requested/provided by the user as to support multiple tools so assets can be freely distributed between artist and each can use their program of choice.
  • Deliver its content in the format requested by the engine, projects might use CS, Ogre or 2D, etc representations of assets.

Interested to? Join us at '#damn-discussions' on irc.freenode.net

Update:
it's '#damn-discussions'

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0 A.D. - A nice open souce RTS Project

I know this isn't strictly related but I've been following the development of the game 0ad (pronounced Zero A D ). What stuck me is that they are using a similar approach in their component/entity design. Our new entity branch seems to follow the same concept. I'm not sure if that simply means that great minds think alike, or that its just that good of an idea :) That said I've been playing around with their latest code (if you are using an nvidia 260.19.06 driver you may have to upgrade to .12) and it is really shaping up nicely.
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New website layout implemented.

Welcome to the new website of Peragro Tempus. Thanks to endless efforts by Caym (design), dfletcher (implementation) and Sueastside we have begun implementing the final layout. Changes are still being made as the website will be updated with new and changed content in the coming days.
Be sure to drop by every once in a while and don't forget to say hello in our irc chatroom.

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UV Map Test

Now that the uvmap is complete its time to test things out. A checkered image is good for identifying warping in the uvmap as well as other abnormalities that might occur. It can highlight inconsistencies and a myriad of other problems so it really is a good way of testing things.
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Building Update

Building Update

Thanks to a tip from Hooloovoo I have fixed some smoothing issues. The result is this new amazing image of doom!

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Bulding update

Bulding update

As you can see the building has been modified a bit. The windows are changed slightly and the end ones are relocated. The uvmap is completed and there is smoothing applied more correctly in most places. The edge split modifier is also being used more appropriately and the mesh has had its polycount reduced by about 30.

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Finally completed uvmap for the first Barkbane building

Finally completed uvmap for the first Barkbane building

After redoing it many times and multiple changes to the mesh necessitating the changes, the uvmap is finished for the building. It will go to Caym and Jekkar for some love and texture work. Then it will be off to the races with the next building!

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Website update and other news.

We are happy to report that we are on our schedule for Barkbane development. On another note we can show you a preview of the new website layout that is being implemented at this very moment. Be sure to drop in #peragro on freenode.
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Bogfast, Barkbane: what are we developing?

Attached you can find a map made by our new concept artist Dhae. It is a detail of Barkbane County, Bogfast. This small community will serve as the main focus of development the coming months. We are creating many assets to test and you will find more progress on this mysterious land as we progress towards our goals.
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