• Meet Oswald - the Librarian

    No Place For Traitors - Oswald the Librarian

    One of the four characters of the Prototype will be the Librarian Oswald. This is the High-Res Model. Yeehaw.

    Give us some love:

  • Talk 'n Take

    No Place For Traitors Dialogue

    After finishing the changes on the script-editor, I tested our xml-based scripting first time with Unity. What can I say - it works splendidly. Antonius can now officially give feedback when he looks or uses a hotspot. Yeehaw! Rando also added the funcionality of really taking an object and adding it to the inventory. We are going at a fast pace at the moment.

    Give us some love:

  • Inventory added

    Screenshot No Place For Traitors

    We have an inventory! Well, at least we have the grafics for it working in Unity. I have been busy updating the Script-Tool, improving the layout and adding two more features. To establish a connection between the clickable (invisible) objects in Unity and the generated xml-Files we searched for a solution to pass the corresponding ID directly from Blender to Unity. The only way we found was to add the ID in the objects-name, as this is the only string-information that will be available after the import-process. As a result, Rando parses the object's names and connects the ID gathered hereby with the corresponding xml-files. 

    Give us some love:

  • Walkcycles and HUD gfx

    A short update: Today I was working on the HUD-grafics (inventory, textbackground, mousecursor, etc) and I did some further testing concerning the walkcycle of Antonius. Of course, the character-animation is one of the toughest  works I have to do at the moment, starting with the model itself: Unity won't render backfaces, as I am used to in Blender. That means that you can see through the Polygons that are inside the charakter, like for example inside the cowl, which can be seen in the walk-cycle. So I had to change the model in a way that never a backface of a polygon can be seen.

    Secondly, the quite known 'sliding feet'-problem in my first (dirty) walkcycle had to be adressed. I did some research and one of the biggest helps was this article. So I re-did the walkcycle (which, actually, always was my intention, as the first one only was a rough layout) and voilá! Antonius doesn't slide anymore on the ground, which really is much more suitable for an 65 year old prior in the middle ages.

    The walkcycle clearly needs more tweaking, but I am confident enough to assume that I will put up a first video of the walkcycle by the end of the week.

    Meanwhile the progress we're doing is great. Rando managed to include more features into the game-engine and will be working on the inventory this week (this being the reason why I did the gfx for it today).

    Give us some love:

Serious Monk Serious Monk Serious Monk
Editor | COA | Admin


We are an independent gamedesign studio based in Cologne, Germany.

serious monk
Manuel Schmitt
Maybachstrasse 155
50670 Köln
+49 221 93825101
Write us an Email





About this Webpage:

This webpage is a developer-blog, providing information for the interested about the production of our computer-games. This shall not only serve as a product-show-off, but also as a platform for other developers to read about our problems, our solutions and thoughts during the development.

We will offer tutorials, tests, opinions related to indie-game-development and of course information about the games we are currently working on.

Stay tuned. Happy gaming.









IMPRESSUM | ADMIN