Video: New Arcana Manor build

Posted by admin - May 30th, 2009

As promised, here is a short video of the newest build of Arcana Manor.

This build features some experiments with a new spell interface, including a rotating 3d tarot deck and a hexagram gui with jewel buttons that summon magical sigils with spellcasting powers. The player can also shift between first person shooter mode for melee and third-person mode for cursor-based spell-casting in the interfaces. I’m using Jeff Faust’s ArcaneFX in conjunction with these interfaces to implement spell-casting effects, including a custom attack spell with my own zodiacs and rune rings and a modified levitation spell using physical zones. The build also features some custom items representing the minor arcana of the tarot deck, including an ankh wand, a glowing black sword, a cup, and a pentacle.

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implementing magic system progress

Posted by admin - May 27th, 2009

Finally got the beginnings of an original magic system working.

Customized two afx spells to become Call of Cthulhu and Eye of Ra, then linked them to the 3d tarot gui.

Figured out how to add an alpha channel to a png so as to make the background transparent.  By placing a sigil on a transparent background and building a gui around it, I can approximate the effect of “drawIng” many different grams (pentagrams, heptagrams) of many different colors, which hover in front of the player in first person mode.  Different grams can be brought up by pushing the many-colored gems at the points of a hexagram, which is itself transparent and centered in the middle of the screen, like a spellcasting/targeting HUD.

Screenshots and videos soon.

The aspect of designing a magic system (maybe of designing generally) that I like the best is interface design and special effects programming, when they are closely connected to gameplay.

modeling the demon’s horns

Posted by admin - May 25th, 2009

The demon model is progressing.  Here are its horns.

modeling the horns

modeling the horns

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modeling a character

Posted by admin - May 24th, 2009

After completing the modeling of the Joan of Arc tutorial, I’m now working on a model of an original character in Autodesk Softimage (formerly Softimage XSI).   Ron Smith drew some excellent orthogonals (concept sketches that are exactly proportional to each other and can be placed at 90 degree angles to be used as guides for making a 3d model).

Here is the verbal description of the character that I gave Ron.

“Imagine a demon summoned by Knossos, the architect, when he realized that he needed supernatural help to build his manor but did not understand just how dangerous and corrupting this help could be.  The demon is in some ways a standard balor-type monster: large, red-skinned, winged, horned, and clawed.  He could tear a feeble architect’s head off, or his sister’s, without a second thought.  But there is something sad and thoughtful in his face, a pensively furrowed brow, a far-off look.  He has seen so many foolish humans sell their souls for so little, and even though he should be the Mephisto character in this Faustian drama, he takes no glee in the role.  He’s almost more of a genii in a lamp who has grown weary of the same 3 wishes and the way that they always destroy the wishers.  He holds a book in his hand: a giant, leather-bound, brass clamped tome, which is the Necronomicon-like architect’s notebook that will be so central to the unfolding of the manor’s mystery.  Eliza will be forced to summon this creature in order to find out what happens to her brother, but in doing so she takes all the risks of a conjurer, because the answers that demons give are never straightforward and they may turn on their captor at any moment if there is some slip-up in the ritual, some edge of the magic circle that isn’t drawn in fully.  So this character should look supremely ambiguous: pissed and menacing, but potentially helpful, depending on how skillful our player turns out to be.”

And here are Ron’s orthogonals:

And here are the orthogonals placed onto grids as guide images in Softimage.  I’m currently modeling one of the demon’s legs.

Here is a shot of further progress, including the demon’s haunches, torso, and shoulders.

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today’s short-term goals for Arcana Manor

Posted by admin - May 24th, 2009

Model the demon using Ron’s orthogonals

Write and/or implement new AI scripts to spawn more monsters

Download and apply new textures from cg textures (wood especially)

Script a telekinesis spell (raise one platform using a transform and/or apply impulse function)

Make the hexagram gui connect its points through pressing buttons that switch out bitmaps, preferably with an outer glow applied to each line segment

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customizing spells

Posted by admin - May 23rd, 2009

Have been working on customizing spells in ArcaneFX, a special effects program for Torque. The process of making spells is essentially advanced scripting, and I’ve managed to modify one existing spell (Light My Fire) to produce a larger and differently colored fire on the ground and the caster’s hands. I’ve also been working on modifying the Great Ball of Fire spell to be an Iceball, but I keep getting a connection error. Jeff Faust (the designer of ArcaneFX, whose Faustian name is delightfully appropriate) offers the following help in a forum: “It’s not unusual to have to do some debugging when writing advanced scripts like this.” No doubt. I’m keeping at it.

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new features of Arcana Manor build

Posted by admin - May 17th, 2009

I’ve added these new Features to the most recent build of Arcana Manor:

Modified the mission selection gui to go directly to the Arcana Manor mission, along with an appropriate introduction in the loading screen

new gui: a hexagram with a colored gem at each point which lights up and makes a sound when the cursor is passed over it

the elven sorceress as the player avatar instead of the generic Torque Orc

This allows me to briefly switch to 3rd person view rather than 1st for spellcasting without embarrassment

22 3d tarot cards, modeled in Softimage and exported (each with one item script, one execution in game.cs, one custom material, one correctly named png texture and one folder)

Each card placed in the proper position on the sephiroth where the amorphous tarot cubes formerly were.

To do this, I finally got Matt Summers’ XSI Beta 2 Exporter working

Tarot cards corrected to not respawn, so that they are unique items, but still to play sounds when they are picked up and before they are deleted from the world.

A Stormbringer-style black runesword (modeled, UV mapped, textured, exported, custom shader applied, added to engine)

A custom sound plays when Stormbringer is picked up

An long wand with an ankh at its top (tribute to Ultima IV), to replace the generic short wand (which looked too much like a bedpost)

Can toggle between default first-person gameplay, with free look camera and cursor targeting, and spell targeting mode for the afx-driven spells (thanks to Gibby’s AfxFPS resource for this)

Joan head and hair

Posted by admin - May 6th, 2009

Here are some more intermediate steps in the process of finishing the modeling of Joan of Arc.

Joan of Arc's hair

Joan of Arc's hair

working on Joan's leather armor

working on Joan

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Return to Joan

Posted by admin - May 5th, 2009

I also recently returned to the Joan of Arc tutorial in Softimage, where I finished the modeling portions of the tutorial.  Among other features, I added hair, finished the chest armor, added a skirt, a leather corset, and upper arm armor.  Here is a screenshot.  More will follow displaying the various components of the model.

Joan of Arc model with modeling finished

Joan of Arc model with modeling finished

“The runes on the sword / Are the wyrms that are wise.”

Posted by admin - May 5th, 2009

I’ve been learning to model items, unwrap the uv’s of these 3d objects, then texture these uvs and re-apply them to the mesh.  Here is the textured uv mesh of a sword, which readers of Michael Moorcock’s Elric saga as illustrated by Robert Gould will recognize as Stormbringer, the black sword.  Here is the uv mesh after I unwrapped it and textured it.

Stormbringer uv mesh, textured

Here is the textured sword.

textured model of Stormbringer

quick gui idea

Posted by admin - May 5th, 2009

a GUI (maybe main menu, maybe spell-related) composed of jewels/gems of different shapes and sizes, which light up when selected.  I found a set of jewel brushes for GIMP that would make this very feasible to implement.

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