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Studio B Game Development |
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June 2006 - Dreamfall, Ogre, and Writing the Script
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We recently purchased the sequel, Dreamfall: The Longest Journey and were in in complete awe of their full 3D environment. It inspired us so much, we're reconsidering the 3D character on a 2D plane to a simple full 3D environment. While playing, Patrick became seasick (or camerasick) from the moveable camera - a common feature in full 3D games. So, to save our potential players from stomach churnings, we thought a static 3D scene would do fine minus a moveable camera.
But to switch engines, we had to scrap everything DirectX related. Will it be worth it? On our travels, we found Ogre. He was thumping along the fairy mushroom ring by the glistening waterfalls when we yelled, "Hey, Ogre! Help us with our game!" Actually, Ogre is our an engine/exporter that's replacing DirectX. Patrick found it should export better details like lighting, shadows, etc. It's working so far except we're getting errors from faces that were too small from the mesh. Originally, we constructed the kitchen to be 1 unit by 1 unit to cater to DirectX's export but instead, we must blow up the kitchen with dynamite. Just kidding. I enlarged it five times its size and Ogre's export is working fine. Verticies close together is a big no-no for Ogre. On to the first scene! We wanted to show an airplane flying from point A to point B on a United States map so this was my first hurdle in video animation using Blender. It turned out alright but the rendering took FOREVER. Luckily we have an extra computer so I'll just use that to render while this computer is free to work from. Here's a small rendering of it looking like it's about to crash into New Orleans. We're probably not going to use it but it was good practice. This month, I also started writing the script for the first scene. Talk about getting into detail! Back |
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