Ker-Power!
Having fun with this now. Starting to get more animation into the engine. It’s taking a while to get all of this into the engine by myself, but that’s just how things are. This is all in unreal tournament 3. The explosion is from the vehicle explosions.
Oh this reference is so hard to look at all day… (not) So i started working on a silly little volleyball idea. Nothing too complex, but something fun and summery. What better than beach volleyball? The animation is super rough, basically un-timed poses scratched out in a couple of hours.
Unreal3.Created a new material and textures. Mesh built in Modo/Maya. Textured in Photoshop, Bodypaint, and ZBrush.
Really surprised that there’s not another character with this in a fighting game.

Excel as a 3d engine?
So i’ve just started programming more seriously in the past few days. The first thing that occurs to me is that I wish I could program in a non linear fashion. Rather, I’d prefer to be able to build my code in a more encapsulated flow-chart environment. Variables would have lines going into and out of ports from node to node like a Houdini or a Shake node network.
I’m an artist but I honestly think text editing isn’t the best way to build software. Interconnected data and information flow is important to visualize. You can’t simply “see” what you’re doing with text. You have to read comments. I don’t to have to read about where data is going to I sould just be able to see a line to where the data came from and where it’s going to.
Anyway, Crystal has a nice flowchart UI, but it still really sucks as a fully realized way to write software. Give it a few years, or wait till XSI shows people how to program with a node graph. ICE as it’s now called is a pretty slick way to build software that operates inside of the application. Data is connected from node to node through wires and the nodes act as functions or methods etc. Cool stuff, can’t wait!
The excel article mentions that data is laid out in a different way in excel. To which I say, well yes, data isnt a linear thing, horray for a programmer to say such a thing! To me it’s obvious. Programmers are trapped in a habbit of writing their basic starting with 100 do something 200, goto 100. weak sauce. Anyway, I’m not holding my breath. Programmers would think I’m stupid.
working on some concepts for the hidden dragons game. I’d like to see the main character evolve and change as the story makes progress. Somewhere as the kid gets more confident I’d imagine him something like this.

http://blog.wired.com/underwire/2008/03/report-gary-gyg.html
Aw, I grew up on this stuff. Sad to see this guy go. Game Designers, specifically systems designers should all play D&D first ed, then go through the rest of the revs to see how the game evolved. It’s an interesting progression from simple to complex and back to simple again.

I’m such a sucker for a good simple happy story. The funny little cat that is around in Aria gets an origin episode.
“Dai kandoshita!” For some reason story elements like this sorta hit me. These sorts of elements which take like 20+ episodes to get to, and do nothing but really deep characterization really get me. Something which i take to heart and hope I can twine into a game story. The hidden dragons story is where I really want to make sure I sorround the player with a story that’s deep and fulfilling.Anyway… back to OpenGL programming in the DS.
So over at joystick I got to see something I worked on get a lot of Diggs.
I did the Unreal Engine work, materials, animation tree hookups, etc. One of the co-workers did the textures and mesh. Worked out pretty well, I’d say.