Some encouraging news, for a change.
My last post, back in November (really?), discussed how the parent company behind the Torque Game Engine, the engine I’m using for Vespers, was shutting down the portion of the company responsible for engine development. I think a lot of people saw that coming. The original company, GarageGames, was a small, friendly, down-to-earth group of people that had a passion for helping other people make games, and it helped them build a strong game engine and a large, fairly devoted community. The employees spent a good deal of time on the forums interacting with the customers and developers, and this created a nice connection that a lot of people appreciated. Then things started changing. They expanded [More...] Read the rest
Thanks to Rampant Coyote for bringing this to my attention, but for those of you who haven’t heard, InstantAction has decided to shut down its operations. While this is certainly sad news for a number of people who will be out of work, a lot of you are probably saying, “Who?” The truth is that I’m not sure I could accurately explain exactly how this relates to me, even though it does.
About three years ago, GarageGames – the company responsible for developing and selling the Torque Game Engine (TGE), the 3D engine I’m using to make Vespers – announced a ‘partnership’ with InterActive Corporation (IAC), which is just another way of saying that GarageGames was bought out by IAC. The idea, at least as [More...] Read the rest
So last night was the latest Utah Indie Gamer night, and I couldn’t make it. Bums me out a bit, because I enjoy connecting with those folks and following along with some of their projects, especially Jay Barnson’s Frayed Knights. At the same time, though, each successive gathering just seems to highlight the fact that I still haven’t reached any major milestones on this project.
It’s now the end of October, and still no Vespers. Still no demo. Seriously, what gives?
Fine, so four and a half years into the project, I’m willing to admit it’s taking slightly longer than anticipated. It was a struggle to finally reach that conclusion, but there you have it. I thought I was choosing a relatively small, [More...] Read the rest
Here we resume our efforts to bring our NPCs to life, beginning with bits and pieces of text from the IF version of Vespers and ending with a modeled, animated, and voice-acted 3D character. Last time I discussed the development of Constantin, the large hulking monk with a short temper. This time I relate the development of Lucca, who had some interesting and unique challenges of his own.
Lucca was going to be a tough character to convincingly recreate. He’s the youngest member of the monastery, a teenager who recently joined the order. He’s very attached to Matteo, one of the monastery’s father figures, and is generally an emotional character during the course of the game. Again, we didn’t have a lot of text [More...] Read the rest
One of the things I noticed when I posted the request for beta testers is that a number of interested people didn’t quite have the system specs I believed were needed to run the game smoothly – namely, a dedicated graphics card with a decent amount of video RAM. Systems with integrated graphics chips, at least in my mind, have not traditionally handled fairly intensive 3D games very well, hence the decision to exclude those systems, at least at the start.
That, and I didn’t have access to a decent system with an integrated graphics chip to test the game. That has now changed.
I’ve been wanting to upgrade my little server box for a while now, and with Apple’s recent tax-free sales event, I [More...] Read the rest