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Fixing Map Textures

I was excited to get our content creation pipeline developed to the point where I could begin to prototype some game mechanics and actually put together something playable. My goal was to be able to...

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State of the Fractured State

So, lately I’ve been working on some of the low-level systems for the game. My ultimate goal is to get a very basic combat prototype up and running in both singleplayer and multiplayer as soon as...

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Prototypes and Design Philosophies

We’re working towards having a playable prototype of our combat mechanics by the end of October. To that end I’ve been trying to nail down our content pipeline as much as possible to get Todd and Ryan...

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Finalizing Pipeline Details

I’ve been finishing up the first draft of a MAXScript to export model data into our custom format. I decided to go with an XML based format so that I could re-use a lot of the code that was already in...

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Kelso: The Return – Part 1

That’s right – I’m back. Before I left on my vacation I was pushing towards getting a playable prototype up and running. In the midst of this it started to dawn on me that the code base was becoming...

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The Return of Kelso Part 2: The End of the Beginning

Don’t mention that your post is super late. Don’t say anything about trying to post last weekend and then totally trying to do a mid-week post and then not getting to it until now. Hope that no one...

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Map Editor Demo Video

I made a video to demo some early code for our Map Editor. It currently only supports a limited feature set but it’s enough to allow us to move forward with prototyping some basic gameplay. Check out...

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In which Kelso demos the UI system and talks to himself

I made a video to demonstrate our XML based UI system in its current incarnation and also to show the progress we’ve made towards actually getting a game on the field (finally!). There is a lot left to...

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Dev Video # 4 – Steering Behaviors

Here’s my latest development video. In this video I showed some iterative development on unit steering behaviors. These basically determine how a unit can move from one spot to another in the world. We...

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Navigation and Pathfinding

We took a bit of time off from updating our blog and social media outlets to try and hammer some things out for our combat prototype. We felt like we were stretching to come up with things to write...

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