Posted by Guillaume

> PROGRAMMING

This week was a lot about writing scripts to integrate assets made by William (and William will talk about these assets). But some other few things were done. They’re listed below:

- Updating the particle system

I added some rough particle effects: rain (which was not implemented with snow) and smoke.

Early smoke

Early rain

They are pretty nasty for now, but they will do the job for the demo.

I also updated the wind effect. Now a single wind effect instance can produce several lines, to increase the visibility of wind.


Posted by William

We have less than one month to finish the demo so no time to lose : here is week 3 of our demo dev diary !

PROGRAMMING

Rumble

Since we are not going to have sound in the first demo presented to the Paris Event in September (yeah it sucks, I know), we need to provide some other feedbacks to the player.
So I thought it would be cool to have some rumble support.

We have 2 kind of rumbles:

- Rumbles generated by the engine and linked to the Finite State Machine of the fox. For example, if the fox falls from high height, the rumble will be more and more huge.

Here is a partial FSM (Finite State Machine) of our fox. The dark dot indicates on which state we begin (Standing state here). Then the arrows show the conditions (or events) to encounter to go to another state. I indicate in a comment (a kind of post-it) where we interfaced the rumble code.

Partial Finite State Machine


Posted by Guillaume

Hi there!

Here we go for the 2nd weekly dev diary of the making of our Seasons demo that we will show next September in Paris.

PROGRAMMING

> Path

The week began by implementing Blender path support in the game engine.

A Blender path is made of a tridimensional curve parametrized by a 2D curve (called speed curve).

Here is a Blender screenshot of such curves:

Blender path (left) and its parametric speed curve (right)


Posted by William

Hi all,

Next month, we will exhibit at the Festival du Jeu Vidéo 2010, a major videogame event that will take place in Paris from 10th to 12th September. These days, parts of Seasons will be playable at our stand, and you will be able to talk with us in english (and french, of course).

So, during August we are building the demo and, week after week, we will share this quite frightning adventure with you.

PROGRAMMAMING

> New features :

A new gameplay element has been programmed for a naturel object the player can only find in one season. You’ll have to play this to discover which object it is.

First lights integration : now we can create dark levels and set an ambient color on parts of the environnement. Right now, we light everything that is behind the light (but we have all the information we need, so if we want to reduce the lighting on some objects we can do it).

Light in Blender (top) and light ingame (bottom)