I'm getting to the point in the creation of my iPhone games where I can start to blog about them -- though I'm keeping the details about my first project intentionally vague. My first game is something that I (and others I've shared the idea with) believe is perfect for the platform, however there aren't any games like it currently on the app store. I'd like to keep this one close to my chest in case someone with a team and resources beats me to it! :P I can tell you the project's title: Elective Immortality.
For now I'll be posting about the tools I'm using in general, and today's is specifically about a pair of programs: Blender and L3DT. Blender is the (100% free) 3D program I used to create my 3D short movie about a year ago, and it also just happens to have nearly all the capabilities required to make a game. L3DT is, as the name implies, a Large 3-Dimensional Terrain generator. It's dead simple to create planet-sized terrains complete with different climates for each region and nice-looking textures to boot.
The only real problem with L3DT is that each tile of terrain is made up of just over 2 MILLION polygons when it's exported to a mesh. To put that in perspective: my game engine's recommended polygon count is 6000 to 7000 for 30fps on low-end iPhones and iPods! Fortunately, Blender has an awesome Retopo tool which allows users to easily create low-polygon meshes over high-polygon meshes. Here's a video of it in action done by someone else. Below are comparison shots of the high poly, then the low poly version. Disregard the shadows, as L3DT baked in the shadows directly onto the full texture map.
Not too much difference between the two, and if I wanted to make the low-poly match the higher-poly one more it'd still only add about 25% to the face count. As is, the low-poly version is 98 polygons! Quite a bit less than 2.09 million.
These blocks of terrain are actually intended for my second project, which I can tell you about. My second project is going to be an RPG, similar in gameplay and graphical style to the PlayStation Final Fantasy games. The majority of modern RPGs don't let you roam around an overworld, opting instead for the method of selecting a location from a list and then going there automatically. I'd rather be able to freely run around a fully 3D overworld, so that was one of the first things I tested. It works, and works well. :)
I also picked up another piece of gear in the last few days: a Wacom Intuos4 tablet. My old Gateway tablet PC's digitizer on the screen stopped working, so I needed a new drawing tablet. The Intuos4 just came out a few weeks ago, so that's what I went with. It's the medium-sized version, because I wanted the cool OLED screens for button labels since I switch it between my PC and my Mac, and I couldn't justify getting one of the larger sizes.
It's a much different drawing experience compared to my old tablet PC, however it's better in all the areas that count. It's incredibly sensitive now, so even the lightest brush of the stylus on the tablet will register. It'll also track the angle of the stylus relative to the tablet surface, which is awesome for the included sketching programs (akin to drawing with a pencil tip for fine detail and tilting the pencil to shade much larger areas at a time,) You can also flip the stylus over and use the eraser functionality.
I think that's about it for this update -- I'll write another once I have a bit more time and material to show you!
Log in to comment