Skip to main content

Posts

Testing O3DE: new video

 O3DE is no longer the newcomer. From "why do we need another engine if we have Unreal, Unity and Godot?" we went to "Maybe I should consider this as a valid candidate". Version 24.09 offers a certain level of maturity, enough to make it worth the risk of trying it. In fact, there are people already working in serious projects, like Carbonated Inc. which is using it for a multiplayer mobile game. So, I am spending more time with O3DE. It is something completely different and requires more effort than other engines, specially because I have other projects to take care, and also because I have to learn Unreal at same time (it is one of my jobs now). But, despite lack of documentation and tutorials, I have advanced a bit, mostly thanks to the help of the community. Lets see what can I do with it in the future.  
Recent posts

Video: dialog system

 

Project progress, and some thoughts about our workflow

 Well, considering most of the team is working only a few hours every week, we are not too behind schedule, but I don't foresee we can release a demo for november. Some time has been spent trying to find a workflow that help an small and unexperienced team to produce a sizeable amount of complex assets. We are still experimenting, but a few things are already in place. Ok, lets see what have we done.  After several tests, we have defined player models structure. We are using a body separated in six parts: head, torso, arms, hands, legs and feet. To save time, the character is generated via MakeHuman. The pro is that you get a complete and anatomically correct model in minutes. The cons, you have to work a bit to lower the poly count, because MakeHuman offers a high poly model and a very low poly one that looks ugly. Also, all the models looks pretty much the same (you will notice that in the character creation scene), but as we use an isometric camera, during gameplay the racial di

Prototype video

 A bit late, but here is it!  

At last, testing O3DE 23.05

 Took some time, but at last I managed to install O3De 23.05. I have no time to extensively test it, because there is a project requiring all my effort, but I took a couple of nights to work with it. I cant find any dramatic changes, this is not a big leap like 22.10 was. Im not sure if we will see another release like that again. Im not going to get into a proper analysis (a few hours are not enough), but here are some things that O3DE needs to improve: Project creation process now involves a build, that requires Visual Studio. That is annoying for artists. Project build is complex. And I mean complex. It takes 12 steps, and manually copying stuff. Lucky us, it is being fixed and I hope we will have the new building script in next major release. Animation workflow is annoying. As  a developer currently working in a project that requires several animations and retargeting, I dont see feasible switching to a workflow that produces separate files for each animation. By the way, animation

New project

 Time to talk about new project! We started about seven months ago, right after finishing (or abandoning) a combat prototype. It is a single player, 3d, isometric RPG, nothing original or innovative. Quite a big task, and I will explain why right now. First of all, we are not veterans. Many of the solutions which might be obvious to some experienced developer are not so for us. For example, I asked several times how to implement equiping items in player: clothes, armors, etc. As far as I remember, the solutions are a few: 1- The WoW solution: armors are a texture, you simply change the material in the body part. You can add extra decorations by attaching geometries. Everybody wants to do this, specially the artists. 2- The simple solution: you put the armor, or whatever, on top of charatcer, attaching it to a bone, or something. Useless for animated things like leggins or gloves. 3- The replacement solution: you switch the body part by the piece of equipment. The equiped part must have

A week in a cuban game programmer's life

Saturday: bus from Havana is late, so I arrive home at 10 AM instead of 8 AM. A minute after opening the door, lights goes off. In the end, I can only work 2-3 hours in the game, instead of the whole day as I expected. Sunday: a day for resting. More exactly, an afternoon for the only nap in the week, morning is for my daughter. Also, it is super bowl night, so no work. Monday: day work, and work in the game during night. Tuesday: some weird fire in a sugar cain filed produces an space-time singul;arity that leaves half of the country without electricity during 6 hours. My half, of course. Wednesday:  day work, and work in the game during night. Thursday: a day of work is too much. When I come home, power cut for an hour. When power is back, cell phone network is down. Friday:  day work, and work in the game during night. Saturday: A human error causes a massive failure in the electrical network, 90% of the country without power. Of course, my 90%. Blackout lasts until 8 PM, so I can o