Saturday, August 25, 2012

Artistic Workflow vs. Technical Fidelity


I've had thoughts about this topic for awhile and just kind of kept them to myself. Now it's starting to flare up in more and more places, so I would like to get behind the increasing number of people saying that pushing new game technology should now be in the direction of improving the artistic workflow rather than the game fidelity. I believe that this should be applied to every aspect of creating the complex piece of art that is a game, but for now I am going to stick to the visual and level creation side of things for simplicity. It also provides a perfect example and happens to be the direction that most tech R&D has been pushing for higher fidelity rather than better artistic flow.

Tuesday, August 21, 2012

Infiltrator Part 36 - Editor Improvements

This short session was dedicated mainly to improving the level editor. After all, once I finish most of the core mechanics, I will be spending a lot of time using it to create the content. Additionally, I'm hoping to release the game with level editor enabled the way it is now. (as a command line option) That way users will get to play around with creating their own levels and all that good stuff. The upshot is that a lot of other people could also potentially be spending a lot of time using this level editor, and I want to make that as painless as reasonably possible.

Rotation!

Saturday, August 18, 2012

Infiltrator Part 35 - Here is the Menu

I absolutely hate creating GUI's and menu's. I also love it. I'm awesome like that, so this is the session in which I've tackled the task of creating Infiltrator's menu system.

Tuesday, August 14, 2012

Infiltrator Part 34 - Style Cam

There isn't a whole ton to say about this session. I guess it's mostly because a lot of the work that got done was under the hood where the end user will likely never see. Still, there are some pretty major changes happening on the outside as well.

Tuesday, August 7, 2012

Infiltrator Part 33 - Design Explanation #2

There are some pretty sweet updates and features brewing to talk about for the next session summary, but I want to throttle back and discuss the design a bit more before it gets stale. Or maybe it already is stale. Doesn't matter.

Saturday, August 4, 2012

Infiltrator Part 32 - Boon Town Shredders

This session was rather fun for me. It saw the completion of several tasks that seemed very daunting. Some of them were just extra's that I managed to fit in within the session time even though I had already met my goals. Put simply: this session was an epic boon.