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Creation Date: 2003-07-24
Greetings, another non-regular update posted by your truly, Javantea. Tonight, I made AltSci3D Anime Director work. There was a few bugs and an interesting problem which I wasn't able to solve the other day. It took me 2 hours to make it happen. I'm happy about it. I had planned a 16 hour day into my schedule to fix it. That means that my plan is on the target... That's right, tonight I did a lot of thinking and writing comparing my options. Since I haven't gotten a job and I'm now quite broke, my plan is to continue. You see, I got a new credit card. I had planned not to use it to rack up more debt, but now I have no money and no job, so I'm going to rack up some more debt. I need a job desperately. I'm a hard worker and I wouldn't mind very many jobs out there. But it seems that no job that I apply for will give me a job. I wouldn't mind painting houses very much, but I can't find a job painting houses. I tried painting last year, but they found someone else, you see. Pretty pathetic, eh? I sent in two resumes tonight. Hopefully one will pan out. So I didn't spend 4 hours planning on using a credit card, what did I spend 4 hours contemplating? What video game should I write while I wait to get a job. You see that since I have no job and no life, I have 120 hours to spend in front of the computer. I spend it quite wisely, but since the summer has come, I've been spending it doing stuff that is not as fun. So I decided that I'm going to work on Hack Mars. I bet many of you are saying: "Don't do it! No!"

But I must. My original plan was to do one of my other three game projects in 5 weeks. But that won't happen with Hack Mars. Hack Mars will take three months to my calculations. It will include the same work that the other games require, but with the addition of 70 secondary characters and ~2000 tertiary characters. That's a huge amount of npcs that need programming. I think I can do it in 3 months. I have the AI and scriping in a tech demo that I wrote which interfaces python with AltSci3D C++ objects. I have the wall collisions working in another tech demo. I have one decent model with bones and textures (The Dojo Ambush model in case you have missed the last 275 MoJFs). I know I can find Martian height maps, ground pictures, and sky colors at different times of day and night. I have made a few Habs and tubes that look half decent. I have a working 3d object picking and dragging algorithm. I have an extremely good accelerated pathing system. I've written the first draft of the plot.

What else does one need? 100s of airbrushed textures, decals, well-built models, twenty more drafts of the plot, voice actors, monetary-based publishing system, windows port, debugging, a new Milkshape library that works better, dynamic and static lighting, music, collision ramps, and gameplay. That means I have a long ways to go. But in the next 3 months, we'll find out if I'm willing to go there. I'd also like to remind you that I haven't forgotten about JF. I really think JF ought to be my main focus, but I just can't seem to spend any time on making the models and animating them that JF requires. I'm not defeated, just a serious motivation away from restarting it from scratch. If you saw the previous MoJFs, you'd know that all of JF is going to be redone sometime.

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