Monthly Archives: November 2011

Phase 2

The card battle is done, but the war is just beginning. Here is footage of our fall quarter progress on Card Kingdom: Now we begin the next phase of development, which will last until June. Wish us luck!

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Prefabs and the Future

Prefabs were added into the engine quite late in the development process, but made making “waves” of enemies in the game very easy to create. Prefabs, or prefabricated objects, in our system are small chunks of XML that define a … Continue reading

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Multiple Texture Resources

Up until this point, our engine only supported diffuse textures. Every mesh, animated or static, had only one diffuse texture associated with each part. In order to depict a compelling aesthetic, diffuse-only models are less than ideal. Other texture maps … Continue reading

Posted in Coding, DirectX 11, Graphics | 1 Comment

The Combat Corner – Designing Enemies, Part 2

As we discussed previously, enemy design is all about defining clear purpose and communication. Each enemy is asking the Hero to do something. So let’s take a look at our current roster and see what they’re asking. Current Roster The … Continue reading

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Lighting, Cel Shading, and Shadows

Light and shadow are the two basic visual cues that give objects depth and position. Light shows off the detail of the object, giving it form. Shadow gives context to the object’s location relative to the other objects around it. … Continue reading

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smoke and mirrors

  This has been a big week as we have created a ton of assets as well as an intro scene. We started off by finishing of smoke and dust particles from the last post.  We used a mud box … Continue reading

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Ribbon Effects!

For this week I was able to implement ribbons (or trails, whichever you prefer) to our game! These ribbons are purely aesthetic additions but add a greater feeling behind the character attacks and make them much more convincing. In this … Continue reading

Posted in Coding, DirectX 11, Graphics | 2 Comments