• Tools, Tools, Tools

    I love tools - if you are able to do it yourself, a tool will always be the most efficient way to ease and shorten workflows. You can customize it the way you need it, only implement essential features and hereby keep the usability of your tool as userfriendly as possible. As result of last week's research concerning our workflows, this week we have both been working on our most important tools: Rando has finished his importer-script, which simplifies the import of *.blend - files into unity. And I have been working on an online scripting-tool, which is basically a MySQL-Front-end, especially designed for the needs of our point-and-click-adventure.

    Script Editor for No Place For Traitors

    Once Rando has implemented the parsing, we will be able to script the entire game via our online frontend and use our servers to generate all the xml-Files. Each file will be attached to a specific object, providing instructions for the gameengine; what to do if looked at, used, talked to, etc. And the beauty of it: It is easily extendable, for example concerning multi-language support and, as everything is being saved in MySQL Databases, we can output the data in every way we want: For example formatted scripts for out actors for the voice-recordings.

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  • Workflow Blender - Unity

    Another interesting day of setting up the scenes for our 2.5D-engine in Unity. I am quite astonished how much you can achieve with Blender in the pre-production. We do a complete setup of the scene, including all hotspots, walkable areas, doors and textured 2D-Planes. After defining the naming conventions and a color-code, it's an excellent way of preparing a room for implementation. 

    Blender Setup 3D Blender Setup

    These screenshots show thesetup for the Kitchen-Scene in Blender. Blue is the walkable area, Yellow are objects that you can interact with. There are 3 2D images in this setting: The background, which is the entire prerendered location. In the middle there is the oven, and as foreground you'll find the stairs.

    Rando is currently working on a script to ease the re-import of the scene-setup, as the communication between unity and Blender is not ideal. Problems are the displacement of pivots or the (frequent) case of new objects in the scene. 

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  • Coat of Arms Logo

    Coat of Arms Logo

    Just a small update: A first version of the Coat of Arms Logo.

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  • Charakter Artwork: the Abbot

    No Place For Traitors - the Abbot

     

    Today I finished the High-Res 3D-model of Barnabas, the (dead) Abbot. Barnabas is one of the two main-Characters that will be controllable by the player.

    The creation-process was actually quite straight-forward: I sculpted the head with the blender internal sculpting tool - everytime I work with the sculpting-tool, I learn something new. This time, I realized that inflate/deflate-brush really IS your friend when modeling faces, and especially older faces. After texturing I spent quite some time on the hair. Although this will only be essential in the high-res-model, as I'll have to take a different approach concerning the low-res (in-game) model. After that, it was just plaing with the materials and making a nice, moody background.

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

serious monk
Manuel Schmitt
Maybachstrasse 155
50670 Köln
+49 221 93825101
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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.









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