Game Development

Blog 643: 18-Gun Salute

A game with only a single type of enemy is not much of a game. Well, okay, actually, Unreal Tournament technically gets away with it (the differences are visual only, though they are heavily parameterised), but I’m not operating on that level — so I want there to be as big a variety of mechs as I can make.

But up until recently, I only had one character: the Delta mech. In order to stress my systems a little bit and help work out the kinks, I decided that the next mech had to be the monstrous three-legged Alpha…

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Game Development

Blog 583: Dreams of Modularity

The major draw of a modular design is that you can swap things in and out to suit your needs; that’s why every RDZ Industries mech is built from a solid chassis with interchangeable bits. It’s one of the reasons I chose Unity — units, characters, can be very easily constructed from independent bits.

Recently, I was sketching some odd cabin designs that I couldn’t use, and I got to thinking… What if the company published their module connector specifications? What if third parties could make alternative cabins and guns?

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Game Development

Blog 577: Series Y5: Alpha, Beta, Gamma

The best way to begin any project is to flesh out the core mythos. Unfortunately that’s spoilertastic meanderings that shoot off into an overblown space opera that is grander than I’ll ever be able to implement, so you’ll have to make do with a bit more artwork for now.

It is, after all, the most productive time of the year. (If I say this enough times, can it become a self-fulfilling prophecy?)

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Modding, Project Y4, Warcraft III

Blog 412: Prime Suspect Y4

A long time ago, in a galaxy far far away, I made an Optimus Prime model for Warcraft III.

Prime was never finished because I never found a texturer (the UV map was actually a horror anyway). But I’m big on reuse and recycling; so I thought to myself, “how can I shove this into Project Y4…?”

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