Free means better.

Posted by Scott_AW on May 20, 2009, 9:24 p.m.

Screw those who say otherwise. Free stuff is always nice. And to the topic of free, I bring FreeBasic. I'm sure its been around, and I'm sure I've heard of it before, but recently I decided to go some place I haven't been for more than a decade. Quickbasic style …

Its bigger than you.

Posted by Scott_AW on May 14, 2009, 10 p.m.

With a few extra pieces, hull parts and such, I've nearly completed the back half of a space ship. Its kind of rough so some objects don't line up perfectly. Additionally this was not preplanned and just kind of developed on its own.

Some of the pieces are not finished, …

*Update*Starting the ship

Posted by Scott_AW on May 8, 2009, 11:12 p.m.

For my first round of mapping tests, I've sketched out a simple single level layout to follow, using what objects I currently have at my disposal. Which is just a few so far.

So far I've only have a quarter of it done, below some overhead shots of the structure(just …

Project Space Station

Posted by Scott_AW on May 6, 2009, 4:14 p.m.

So I've decided to make a short little maze/survival type game using Voxlap(mentioned in former blogs).

Basicly its you the player waking up on a ship that seems damaged or attack. Only emergency power is on.

Stuff like that. So not much for action but exploration and navigating through a …

Fun w/ Voxel

Posted by Scott_AW on May 2, 2009, 7:18 p.m.

So I found a little inspiration to do some work with Slab6(link below) a voxel editor. With the aide of Poly2Vox to create a flat wall template I started to create a section of space ship wall. I have the ambition in mind to create a small space ship or …

Belated Voxels

Posted by Scott_AW on April 30, 2009, 11:46 p.m.

Its like 'Who Killed the Eletric Car?' only its 'Who Killed Organic Looking 3d?'

I been having a sort of 'off' period in my developements, and when this happens I look to researching other engines and methods of producing the visuals to a game. Something that despite what some say, …

2d crap version!

Posted by Scott_AW on April 25, 2009, 7:21 p.m.

In order to lay the ground work for the basics of The Crawl's game engine, I've decided to first create a 2d(visualally) version to develope some basic things.

First off will be NPCs and interacting with them. I also planned to do something similar to Oblivion's radiant AI thing, except …

3d tools that are actually helpful(and some that are not)

Posted by Scott_AW on April 16, 2009, 10:12 p.m.

With many years of net browsing under my belt, what stuff have I found for game making? A big load of shit, with some nice stuff.

Although in the past everything was abit crappy, tech was ever evolving, polygon counts were limited and special effects like bump maps and shaders …

Revision the revision.

Posted by Scott_AW on April 9, 2009, 9:54 p.m.

Some news about The Crawl…

Since I've expanded on the different types of overlayed shading, I moved it over to the object side of things. I had done this before to some extent, but it was half-assed at best. This time I've used up to three different texture references for …

Back for sure?

Posted by Scott_AW on April 4, 2009, 9:19 p.m.

Its about time. Of course it can be expected if only one person is handling a whole mess of junk that had been uploaded over the years.

Congrats on getting the place back!

Anyways a few updates on what I've been doing…

Actually I had a few dead months, sickness, …