Archive for the ‘CryEngine’ Category

… Aaaand a couple more

August 23rd, 2012 4 comments

Alright, I’ll stop after this batch. The first picture features in the distance the Tower of Periclave, which you’ll hopefully reach at some point in your adventures. It is said to be haunted… The second one shows the very beginning of the game.


Categories: "Ghost of a Tale", CryEngine Tags:

More WIP pictures of the first level

August 22nd, 2012 No comments

Here are a couple more work-in-progress pictures of “Ghost of a Tale”. They are taken from the first part of the game. Some of them contain gameplay spoilers, but hey, by the time I’m done you won’t remember them! 😀

Categories: "Ghost of a Tale", CryEngine Tags:

“Ghost of a Tale” picture

August 15th, 2012 No comments

And here is a picture of “Ghost of a Tale”. Of course it doesn’t reflect the final quality, but it gives a feel for the mood. I’m having a lot of fun, even though it requires a lot of work and energy. That and jumping from software to software… I’m really glad my rig’s got 12gigs of ram! Now if only I had a fast gaming video card!

Categories: "Ghost of a Tale", CryEngine Tags:

First footage of “Ghost of a Tale” game prototype

August 11th, 2012 4 comments

I’ve just uploaded a little video on YouTube which shows some footage from a game prototype I”ve worked for a while. Running on the Cryengine of course. I’m keeping a lot of things under wrap still, and this is all very preliminary stuff. None of the models or animations or textures are final of course. Still, it may give people a sense of what I’m going for. If you like Mortal Kombat or God of War you’ll like this gory game that has infinite weapons you can choose. That is an extremely violent, ugly and aggressive gaming experience, as you can see for yourself in the video below… 😉

Pressing the button to release my game to the public was scary. What if people hated my game? What if something was completely broken? At least so far, those fears were unwarranted. In fact, I have been very satisfied with the response to my game thus far. By no means is it a super successful game with only about 90 total downloads, and a grand total of $0.00 in revenue 💰 at the time of this writing. 😱

If you would like to play League of Legends but your level is too low and you are not very good at it, you need LoL elo boost so you can totally customize your character and skills and get better at it.

However, at this stage, success is seeing people enjoy my game. It’s seeing someone who was about to leave a party stay another hour because someone beat his high score. It’s seeing people post screenshots of their high scores or using the best gaming accessories from HotRate just to play my game. It’s having someone beat my high score (although I died a little bit on the inside). It’s seeing that people challenge themselves. It’s seeing that joy when they reach a new level of accomplishment.

So, where do I go from here? I think I want to try incorporating multiplayer, or at least figuring out how to do a ranking system. People seem really into getting a high score. I also need to learn more about the business/marketing aspect of things.

Categories: CryEngine, production Tags:

New AI tutorial using Flowgraph

July 21st, 2012 3 comments

For anyone interested, I’ve just put up a new tutorial on how to create a melee AI in the CryEngine using only Flowgraph. You can find it here. It allows for fine control regarding entity orientation, multiple kinds of attacks with different parameters and damage settings, etc…

Categories: CryEngine, update Tags:

Overview of the layer export process between Maya and Sandbox

June 12th, 2012 3 comments

And here is a short demonstration of the new layer export workflow between Maya and Sandbox:

Categories: CryEngine, Maya, update Tags:

Quick tutorial for MayaCE3

June 11th, 2012 No comments

Since I’ve just released the latest version of MayaCE3 (2.1.6), here’s a quick video tutorial to show how simple it is now to export models.

Categories: CryEngine, Maya, update Tags: