Showing posts with label ogre. Show all posts
Showing posts with label ogre. Show all posts

Tuesday, October 25, 2011

Exchanging Ogre for XNA

Over much debating, I've decided to make Quarantine TO using C# and the game engine XNA, rather than C++ and the graphics engine Ogre3D.  Changing languages and engines while the project is in the making is not something I recommend, but in this case, I think it will be worth it.

Ogre doesn't let me attach a node to a bone, only entities.  Nodes are required for scaling, rotation, and translation.  I was planning to have the characters' items shrink down and vanish while the character puts them away and grow as they take out a new one, but since I can not attach a node to a bone, I can not have changes size or rotation.  The option left is to give each and every item two scaling animations, which is kind of rediculous.

Monday, October 17, 2011

The beginnings of a daily log

I'm starting to keep a daily log of my progress.  I won't go into too much detail, since most of these points are self explanatory.  I'm not a very experienced 3D artist so it takes me a while to do simple things, but I'm taking my time to make the models look decent while being low detail.  This will help keep the game running smoothly.

Sunday, October 16,  ~5 hours
  • modeled the shotgun
  • started on the inventory prototype
  • made item disk graphic using Google drawings
  • started working on two dimensional collision physics
The weapons so far.  No textures have been created yet, so they seem kind of flat, round, and off-colour.