Tuesday, January 29, 2013

How to draw the end of a line

I just realized that if you don't kill off the last two enemies at the end of the game, nothing happens.

I mean, nothing at all happens.

The game never finishes. That's not great.

So I guess it's one more change for the demo version, and another post for that. Sheesh.

Also, episode 2.0 is nearly done.


Don't Trust Your Eyes

I always knew Macs' gamma setting was higher than the PC gamma setting.

But I never really thought about it until today, when I realized that my old 'n busted Mac, which I built most of this game on, had a bad video card, too. And that meant that what I saw as 'spooky and a little dark' was just 'extremely dark and boring' to everyone else.

Here's a picture. The one on the right is the machine I built it on.

Yeah... pretty big difference. So I bumped the values up across the board for the game.
I hope everyone loves them.


Sunday, January 27, 2013

One guy, Lightwave and Unity.

The Dark Reef is an action/adventure game set at the bottom of the Pacific Ocean.

It's comprised of 12 chapters, with around 5 episodes per chapter. 
So that's... like 50 levels. Wait, 60. 

It's 60 levels. And it's being made in real time by me. 

I want to stress that this game is *not* the creation of a team of people. I don't even have an 'art guy'.  It's just one guy, me. Chilton Webb. I have a copy of LightWave3D and a copy of Unity3D. And I'm using them to tell a story.

See, I had an idea for a cool sci-fi story a few years ago,
and tried writing it down. Man, did that suck.

I tried making a graphic novel. It turns out I can't draw so well.

And I even tried to make a CG based movie. But I have a laptop.
Just rendering would take all my time.

And none of those got me results even close to what I wanted the
reader/viewer/user to experience.

But a game... that's the stuff. I can make a freakin' awesome game.

And that's what I did.

This game is basically that story, and I'm not sure if that story
would be possible through any other medium.

So what took me so long to start? The problem, looking back on it,
was that I didn't have these two critical pieces of the puzzle,
LightWave3D and Unity3D. But now, between the two, I can make
damned near anything. So I made my story.

This blog will be a behind-the-scenes look at how these two work
together so perfectly, and generally how the game is progressing.

I have to point out that knowing I'm committing to weekly updates,
and knowing that I have no problem making this claim at all, means
I have a massive amount of faith in both products and their futures.

If you have LightWave3D, you need to check out Unity3D. Unity3D.com

If you have Unity3D, you need to check out LightWave3D. LightWave3D.com

And if you haven't done so already, go grab a copy of my game!

Even better, grab a copy and SUBSCRIBE,
so you can get all the awesome updates!

-Chilton Webb