:::: MENU ::::

Friday, December 23, 2011

I know I haven't posted anything in the last month or so, the reason is because my Java class was a bitch. Some happy news is that I have officially started winter break and I am not fullish-part-time on game development. The reason I say that is because my mom keeps making me do stuff and go places, I am actually supposed to be cleaning the bathroom floor right now.

Anyway, back on the subject of game development. We have changed to android platform, It will also be available for PC as well just because we can. also we are doing a small game that should help with the next few games that we will do. Also Patrick is getting good at making stuff look good, that is now his only point.


Wow, I almost forgot to tell you guys what the game is we are making. We are making a dog-fighting space game. No, not dogs fighting in space. Dog-fighting between two or more flying vehicles, dog-fighting. So far we have gotten a spaceship to fly around in space... That's pretty much it. Also, in order to create android games with Unity we have to pay about $400, that is the reason we are going to do everything for PC then re code it for android. I hope that works.

Oh yea, also need to figure out what I should program next. Lets brainstorm what we need/want in the game:
  1. A middle spaceship to fight around
  2. different classes of spaceships to fight
  3. a wave system
  4. A.I. (obviously)
  5. networking, maybe? We will probably need the android stuff first before we do that.
  6. ability to walk around the middle ship...
  7. a "free roam" feel around the middle ship.
Yea, we have a lot to do and I have to go to a play now. don't even get to start on development for the day.
Oh yea we are also hiding this game from Adam because we are more productive without him.

                                         - Grant Oberhauser, Co Founder and Lead Developer




Thursday, October 13, 2011

Sunday, October 9, 2011

So to start off the game has come to a screeching halt, but lets start off with some good news. The good news I present to you is... I am able to program in VB like a boss. Maybe not like a boss, but better than before. Remember that last post where I said I was behind. Turns out I turned on my afterburners and finished the class 2 weeks early.

Here, let me try to explain what has been happening.

  1. 1. I finished my VB class and tried to get going on the game again
  2.  I had some worries on what we should use as our engine. I think we might go back to unity. Why would you go back to unity? one might say and this is why.... Simplicity. Yea you read that right we might go back to unity for simplicity because UDK is a confusing mess and we aren't getting any thing done as of now (or the last few months). On a side-ish note I have made a little snake game in VB which got me into the the mindset of video game making, and I have found out that you need to think about stuff one frame at a time. I don't know how much I can stress this. EVERYTHING in video games are handled one frame at a time. (maybe not loading and stuff but actual game play is). also I locked my game at exactly 24 fps because I don't know how they make it able to fluctuate.
  3. Ok got a little off track but now we are on it again :D. The third thing that is slowing down development... Cross Country. nuff said.
  4. I started a Java class right after I ended the VB class.
  5. School work.
Now its time for me to vent some steam. I believe Unity is the best way to go right now. I am learning Java right now which is kind of like C which is kind of like javascript. Unity is programmed in javascript. Screw it I am using Unity, just throwing it all out the window and using unity and learning javascript. Peace
 


Grant Oberhauser, lead in design and development


Monday, July 11, 2011

I haven't posted in a bit but that is because I am a bit behind on my VB class I will start posting once I am done with all my assingnments. I will see you soon. I have 4 chapters to catch up with...

Thursday, July 7, 2011

Monday, June 20, 2011

I said I would post today and I am. The tool that I told you I came across is VERY picky = and doesn't have the best error descriptions I guess one would call them. I will make a little cube right now to tell you examples of errors... This one actually worked to my surprise. Let me try with 2 cubes... I am going to see if I need a separate texture picture for each and every cube... here is a very very annoying error that you cant do anything about, Blender say that it cant use the material if the cube is in edit mode, which is understandable. The thing is I wasn't in edit mode beforehand. Let me try to find a fix. (a few minutes later) I found a fix. The materials must be joined (CTRL + J). That was stupid... the thing is though is the guy on the site said "Keep in mind, increasing the number of materials a mesh uses will exponentially increase the amount of draw calls required by the engine – keep the number of materials per mesh to two or less." Is that per separate piece? It must be, I don't think UDK cares if they are joined or not... Confusing. Back to my building I guess. Oh yea that brings up another point. We are changing the way buildings are made simply because the way we were following was from an artistic standpoint, not one in which you will get very high performance in a video game or nice visuals in a video game. The reason I say that is the way materials and textures and what not are not handled the same way they are in Blender as they are in UDK. I have to go and try on some swim shorts now so I guess that concludes this little installment. I'll see you next time.

                                         - Grant Oberhauser, Co Founder and Lead Developer

Sunday, June 19, 2011

The collision has finally been overcome. all thanks to this tool --> :D It's pretty late right now. 12:38 to be exact. I will post later about how I over came this monster of a problem. Full speed ahead on development.  This also means Patrick can upgrade blender :D.

                                         - Grant Oberhauser, Co Founder and Lead Developer

Friday, June 17, 2011

Collision in UDK is the most pain staking process ever. First off one has to make their model which you always have to do, I'm not crying about that part because I actually like that part quite frankly. The part that is just so stupid is I have 2 options for collision. Auto convex collision or make your own mesh, separate meshes each with  a UCX_ suffix (I think thats what it is) that acts as the collision walls. One might say at this time "Why don't you just copy your mesh and name it UCX_something". The reason I don't do this is because UDK acts as if it is a cube... I also have to send the file to my partner so he can convert it to ase file format. The other option, auto convex collision acts as if it is just a big box and I die if I spawn in the building... I guess I am going to have to suck it up and give the customers (we have none yet D: , most likely because no body knows we exist :D) what they want. We will give them quality, not some rushed piece of crap... Another thing on our mind is graphics quality. Should we shoot for the stars of keep it to a minimum like HL2. These times they are a changing I tell you. I don't want to be left in the dust where its impossible to start a game company that can get big. 20 -25 years is our goal to get big and we hope we achieve that.


                                         - Grant Oberhauser, Co Founder and Lead Developer

Saturday, June 11, 2011

It's been a while since my last post and a few things have changed...
We are not using unity any more... Instead we are using UDK which is free now :D...
The concept is changing rapidly, I need to whip it back into place. We needed to downgrade to Blender 2.49 until Blender 2.6 comes out which should be as stable as a rock. Now I have to go and find out the password for my YouTube account... Wish me luck :D

                                                                       - Grant Oberhauser, Co Founder and Lead Developer

Tuesday, April 5, 2011

Hello again, I just created a Youtube channel tonight, the name is 13eEntertainment (our channel) because 13entertainment was already taken (13entertainment's channel). They only have 1 video and its only a favorite. Oh well, no good crying over spilled milk. I also did learn how to UV wrap a model, haven't done it yet but it is a step in the right direction.

If you are wondering why these were posted when I don't even have any followers its because I want to be able to go back and map my progress later.  Thats all for now.

                                                                                

                                                      - Grant Oberhauser, Co Founder and Lead Developer


                                                                                                  

Saturday, April 2, 2011

Hello everybody. We are 13 Entertainment. Our mission is to create great games that everyone will love. from the serious cod player to the laid back iPod user. Our current mission is Project: Reverence a free roam zombie game that has cars, planes and boats. We are using Unity to make our game, if anyone is interested in helping please leave a comment. Anyone that will be a hard worker and won't quit right in the middle is welcome to join. Although I don't know why anyone would quit right in the middle of development. That is all for now.

                                                                                  

                                                      - Grant Oberhauser, Co Founder and Lead Developer
A call-to-action text Contact us