in Blender Institute, Production
Friday, June 13th, 2008 at 6:20 pm
Planning a game project is not easy… and especially not to define when things are really good enough. On many parts you can work virtually forever! To ensure we have a good balance between quality and quantity, we’ve defined three main focus points for the next 6 weeks.
1) Full functional CrystalSpace game prototype
- the main character in perfect user control, well animated, and with advanced interaction with environment
- stunning visuals
- one quest (the “sheep game”)
- game intro “cinematic”, menu and overlays
2) Project presentation
- CS players + game running cross platform (Linux, OSX, Windows)
- Blender-CS integration (level editor) installation
- Howto docs, tutorials, videos
- DVD contents authoring (html menus, etc)
Getting the main character system finished on industry quality level is most probably going to take Pablo and Darius full-time. Frank will continue work on visual quality and speed.
To allow Chris and Pablito to work ahead, and provide them with sufficient challenges, they’ll work on prototyping the other characters and a new level in Blender’s game engine:
3) Blender Game Engine version (new!)
- use Blender GE as design and rapid prototyping tool for new characters and levels
- test implementation in Blender GE of current game ideas
It’s been surprisingly easy already to quickly rebuild in Blender the basic Apricot game experience. Will be interesting to see in a couple of weeks how it compares! However, I still expect that CS will allow far more detailed and advanced games… and Blender GE prove its value as tool for artists to design and develop ideas with.
But, we’re glad that there’s time and interest in using and hopefully improving this part of Blender!
(Images: today’s snapshots of work in progress. All with unfinished shadow/light mapping. First and third is CS, others is Blender GE.)