Loolarge making progress
As planned I am back in Germany, living in a new apartment and working on the game project exclusively. Still only working on technical stuff, namely the 3D-Plugin for XSI.
As planned I am back in Germany, living in a new apartment and working on the game project exclusively. Still only working on technical stuff, namely the 3D-Plugin for XSI.
Here’s what Peter wrote in company of the screenies:
Hi Peeps,
Everything is going well with Dark Resurrection. I have lots of experience with Cartography Shop. It’s really a great program to work with, once you get used it. Very HappyGamespace is going well too. I’m busy watching the video-tuts for skinning and rigging. It LOOKS easy, now to do myself :(
So far I have:
- 11 multitextured maps (for outside locations: hills, mountains, cliff, rivers, etc)
- 4 maps (inside locations: inn’s , houses, churches, storage rooms )
- 15 different pieces of furniture ( chests, barrels, tables, chairs, vases, pots, cupboards)
- 3 different house types
- 11 tree-types
- 3 grass-types
- 2 rock formations
- 6 weed formations
- 1 windmill
- 1 cave-entrance
I also have a double layered skybox (both have the same dimensions, but you can only see one of them , the other one is hidden and is used for switching textures, then the hidden skybox slowly fades in, while at the same time the visible skybox is slowly fading out.) It can be used up to 5 different transitions right now.
There’s also a multilayered (and lightmapped) sewersystem that consists of a number of modules. I’m using modules because copying/building is faster than a loading a complete level, and lightmapping it afterwards. (btw: All sewerparts are loaded at the start of the game).
Very soon I’ll send some other screenies of the outside world.
That’s it so far , next time I will post some ideas about how the game will look and play.




Another 10 or so character sprites and 8 more battle sprites.
10 portraits done (rough)
Also item pictures created for all items in the coming small demo.
From stordarth of the Bowie Online team:
We have encountered a bit of a setback. The lead programmer of the engine we were using has decided to hang up his spurs, and is no longer programming the engine. This means we are stuck with the features that are there at the moment. The source code for engine has been released however, and one of our staff is looking into it to see if he can continue with the engine. Whilst I am confident he can do a bit, I fear we may be stuck in a rut. If there is anyone out there who knows how to use visual basic 6, and is interested in building on an online game engine that is already established quite well, I’d be glad to hear from you, as my staff are spread thinly enough as it is.
Failing that, we may be forced to work without features that were due to appear in the next release that was planned, and that will put the game back a lot.
You know the little yellow bits for attack, stay, search, items, magic,equip, raise, repair, sell, yes, no, etc?
I made a whole new set today, 22 in total.