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Feb 27

Meanwhile the team is working hard to create a gameplay prototype. So far, so good 🙂 Check it out yourself!  

 .ogg file available here.

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Feb 26

Cycling in Spain is different than cycling in the Netherlands, especially with a hub brake instead of hand breaks….  

Download the .ogg file here

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Feb 25
Level’s Concept Art
icon1 darek | icon2 Media Gallery | icon4 02 25th, 2008

In the beginning the game designer (Darek) created a floor plan of the first test level containing some puzzles, jumping, fighting, collecting items. We want to make a prototype to test gameplay. Everything is described in our design document.

Level's floor plan

Beautiful.. isn’t it?

After this Qareeb made some concepts how it should look:

Level's concept artLevel’s concept art 2

I realize that they are not as beautiful as my floorplan, but well… not bad 🙂

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Feb 18
A glimpse of the future
icon1 caedes | icon2 Development | icon4 02 18th, 2008

Blender showing some cs object with parallax shader

It should be about time we comment a little bit on integration improvements which will be worked on for blender and cs.

Basically improvements should come from three main areas:

  • cs preview inside blender
  • better integration of b2cs ui in blender
  • generic node ui for logic, animation and shaders

The first means we will have a real cs view in blender, that will be used for preview of lighting, materials, testing logic in sandbox, previewing animations… this should help to get rid of the “export, change, export” workflow.

Second is about going further into the direction of a blender total mod, we should have better integration with the blender ui in general by devising better ways to extend blender. Ie, instead of having to put everything in overlay interface we aim for real (b2)cs panels that look just like the blender ones. For this we depend a lot on blender 2.5 development, so it is still uncertain how far we can get there during apricot.

And finally, about the node editor thing, the idea is to make or choose some generic node framework for editing different stuff. Yes, blender has a node thing for materials, but we want it also for animations and logic (at least). It’s uncertain if such a generic framework exists or can be made, but certainly we’ll try and of course feedback is appreciated.

Now about screenie… its first correct renderings of cs inside blender showing a parallaxed object, and as such first outcome of collaboration of the main coders here (Frank providing the opengl and cs sweetness, Campbell providing more and more python hooks into blender guts, and Pablo doing all the monkey work). Nice? Well, thats nothing compared to whats coming ;-).

Enjoy the week!

Pablo

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Feb 14

Take a look at new DEV section. You can find there list of our tasks related to Blender, Crystal Space, CEL and universal gamedev toolchain in general. Everything is still open and will be changed a little bit in the future. Also we are busy with gameplay concepts, sketches, game prototypes etc. At this moment game genre is a platformer (classic jumping ‘n’ item collecting) + rich story (a lot of quests to do) + physic puzzles (like Bullet in Blender). We dropped dome idea, but we planing central Peach valley with surrounding worlds. Story will be more or less non-linear, world will be more or less open, means we planning multiple story/walk paths but not totally open.

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