Wednesday, 15 February 2012

Grinding through...

So it has been a month since the last post and a lot has been going on since!

It has literally all been a case of both Philip and I grinding through the huge list of things that need to be done, but as each day goes past we can feel we're getting closer to the end (which is only the beginning!)

Drawing to the end few entries on the list of buildings to be modelled, textured, rendered, composited and then all the shadow passes it's feeling good to see how its all coming together. In these pictures below you can see how they will look in-game and with their respective shadow passes. Each building has 16 angles and 16 different shadows.





All of these buildings are 'active' buildings and are available to be used by the player in-game. Almost all of them have a strategic advantage and most of the gameplay focuses on securing specific buildings in the hope of gaining an upper hand on the opponent. In future posts I'm sure I will go into further detail about how each one is used and effects the player's choices and in fact tell you a little more about the gameplay.

We are all set for a deadline in May. If we keep on with the speed we are doing at the moment, I'm sure we may be ahead of schedule. When May time comes around, we'll be spreading the word. Forums, Internet communities and other such wondrous and scary things that lurk around the darkened corners of the internet...

If by any chance you are reading this before May, then please leave a message! : D

Until next time.. Perhaps not a month this time,
Jack Bromhead

Saturday, 14 January 2012

Occlusion Layers just made my life.

So here we are, two weeks into full development and now I have started cracking out the old Occlusion passes and it's rocked my world. I have been playing round with all sorts of different lighting and lighting effects and various post-production ammendments in Photoshop but it has nothing of an effect like an Occlusion pass!

Here are a few images to help you really understand the difference. The definitions that the Occlusion layer gives means that I can do a lot of Colour Correction without worrying about over-adjusting the shadows and creating washed out renders.


Those two are Occlusion layers of two separate buildings - (Left) General Store and (Right) Saloon.

In Photoshop I then load up the original render that was rendered in full texture, full colour and with HDRI lighting.

I then add another layer on top, paste over the Occlusion layer and then change the Blending mode to Overlay. The white goes and the black stays - meaning Shadows!



The definition is gives really, really makes the difference, and it's taking these models from works in progress to the finished article.

Next on the list is to build the camera rig and sooner rather than later we can start developing a little preview -  and start getting some more followers.

Until next time, my few readers!
Jack Bromhead

Monday, 9 January 2012

The Beginnings of Something Big

Well, I'm hoping the title says it all. As of about a week ago, The Lawless Online has taken a massive step in the right direction after finally acquiring a new, lead Programmer for the project! His name is Philip Roozendal and hopefully you'll be seeing some posts from him in the near future! Momentous occasion!

Interesting, I met Philip via Newgrounds.. I place that never ceases to help me out all the time! Philip was posting on the forums looking for some programming work that he can get stuck into. Sound like a man with experience so I contacted him straight away. After a few e-mails it was clear to see that this was the man for the job! We had a meeting via Skype and now the project is well under-way.

It's not only the best step forward, its also a massive source of inspiration for myself and given me the motivation to get on with all the buildings.


Hopefully the next update will be from Philip!

Until next time,
Jack Bromhead

Thursday, 15 December 2011

Music and Turnaround

The most witty and inventive of titles? Perhaps not, but at least it quickly gets to the point.

Recently I have been speaking with a Music Tech graduate called Joseph Burns. He has been working to produce a really authentic sound for The Lawless Online and hopefully in the near future I can throw a sneak-peak track on here for you all to see.

Along with the new music, work has started on the new promotional trailer which should generate a bit more of a following and hopefully get the word out about The Lawless Online and let people know that we're looking for a programmer! Will also help to build substance for funding application video that we can put up onto KickStarter.com or any other of those funding websites which should be fun.


The modelling side of things has had to be on hold for a little while. But I have made a turn-a-round of a FINISHED model. One which you may recognise or notice from an earlier post.


The music featured in that turnaround is an early drums test from Joseph Burns. I thought it worked quite well in the turnaround, so enjoy. Next post will be featuring shots and a sneak peak of the promotional trailer. Hope to see some new faces next time I post..... Perhaps!

Jack Bromhead,
The Lawless Online

Friday, 4 November 2011

Buildings, Buildings and then a few more buildings

Still slowly cracking out building after building trying to create a rich environment for the western theme. In my spare time I have been cracking out some classic westerns like 'Once Upon A Time in the West' for some inspiration and playing Red Dead. I'm sure sooner or later you will see a farm house like the one from the film... More importantly, the really low roofed barn.

Anyway, just a quick render of a wooden saloon. This one is probably the biggest building I've done so far, more fleshing out needs to be done like tables and a few more chairs and a hatch up to the roof section.


Thursday, 13 October 2011

Quick Update

A few shots from another selection of buildings. Each day the construction box is filling up with more random props to populate the buildings, but its just getting enough variety. Once the basics of all the buildings are done, I will go through and populate them further. More wanted signs, more posters, signs, furniture and miscellaneous items.




Thursday, 6 October 2011

Just a quick one!

Managed to get a night off early from the bar as it was so dead (amazing!) which meant I could get home and finish texturing one of the buildings. HDR lighting and then contrast/brightness tweaked in Photoshop

This is one version of the General Store. A bit sparse at the moment, but more detailing will be added soon, some wanted pictures, note paper, more empty glasses and furniture.

The other sides haven't been finished either, so that's why you sausages only get the front angle!



Hopefully will be getting some more up soon!