December 17, 2010

a look at WickedWorx tools, December 2010 edition

Filed under: Technical — wickedworx dev clone 1 @ 12:35 pm

the “plus” symbols you see everywhere show positions of objects (whether they are just nodes for camera work, guiding walk paths in scripts, spawning objects at a position later etc.., or actual physical world objects.. sprites, decals, characters, etc.. some are lights!)
they’re all at funny angles so that if two are in the same place – you can see both!! 😉

the top right box shows the list of objects in the scene.. the 2nd box down shows the components the current object is made of, and the 3rd box down lets you edit the parameters sent to that component on create.

there’s also a slider for zoom which i shoved in the middle ‘coz it didn’t seem to fit anywhere else.

the initial version of this editor was probably put together in around 3-4 hours… it’s had a few improvements since (one which Kevin is particularly proud of is the “clone” button, which we didn’t have during EGV1).. – still, it’s probably saved us 100s of hours, as previously we would be hand editing .scene files (me and Jon C did this during Whatever Games SEU1 – it was definitely stressful!).. so, in terms of an investment for time saving – pretty effective..
Componentiator is cross-project, too… SEU2 (Whatever Games), EGV1+2, Super Janitoroid… a few others are using it for their own games (Goatbuoy is working on a pinball game using our stuff, and has picked up Componentiator pretty quickly!…possibly finding us a few bugs to fix on the way…)

oh – and here’s a picture of our animation tool:
characters in EGV are made up of floating parts which we move about to create nice animations.
for EGV1 we didn’t have an animation tool… we just hand edited all the .anim (xml) files.. this meant that some animations were more simplistic than if we could’ve had a visual editing tool… animations in EGV2 are more slick and detailed!
Should mention that Animhator isn’t quite as cross-project as Componentiator, as it really only animates in the style of EGV… although it could be used for sprite/frame based animation – there would probably be better ways of doing this.
Animhator still has a lot of bugs and quirks, but we’re gradually working them out… it also has a special area for rushed features. Great!

December 14, 2010


Filed under: Uncategorized — wickedworx dev clone 1 @ 10:18 am

We’ve started work on EGV2. There’s no point keeping it secret. We’re working on EGV2 right now!

A few things have changed and improved since the first. We’re making a real effort to bring the characters and the whole EGV world to life… we’ve got better animation (including animated mouths!) which gives a lot more weight to the characters.. and we’ve made a few changes so the whole world feels a little less flat.

I started the week with the worryingly talented Daniel Gallagher (Dan Flashbang) recording some new material for the game… it worked out a lot better than we expected, especially given the time constraints we came up against on the night. We may have used a little too much time eating tacos (yes, really..) and watching “Hotel Inspector” (ugh), but we got the job finished by 11pm!

Then we’ve got this really great scene at the beginning of the game…. I don’t want to spoiler it yet, but I’ve been working on that.. There were a few technical challenges – we’ve got a far improved camera system, which has allowed us some really nice dynamic camera choreography for the intro scene… I’ve also written a pre-cache for our level geometry, which means we can do some neat dynamic effects mid-level.. instantly change the shape of whole buildings, etc.. with absolutely minimal overhead, as all the vertex buffers for the change have already been generated. A fairly obvious thing, in a way – but we hadn’t needed it in previous projects as level geometry had remained relatively static once created.. Not this time!

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