Developing Games For Mac and Linux Too
Is it actually a good idea? I have to really think about it. These people seem like they think it is.
Shadowlessness, and how it feels.
{ Category Archives }
Is it actually a good idea? I have to really think about it. These people seem like they think it is.
Here are two higher-resolution in-game videos from Soshiant: one (~90MiB) and two (~86MiB).
Here’s another video (~71MiB) showing some characters from concept, through modeling, to animations.
Note that our engine is not even in alpha. There are many bugs present, most of with are level design bugs due to our rush for the exhibition (camera placements and transitions, characters occasionally going through walls, Soshiant’s hand not being aligned with the ledges he is hanging from, etc.) But there are some engine bugs too, like the character’s hair getting stuck in a wall or ground, or the character jumping from one position to another, or the shadows poping here and there. All you see is subject to improvement, change or both.
Also, these videos are compressed with the irreplaceable Xvid codec. The third video, which is the only one with sound, features one of our original sound-tracks, composed and played by our multi-talented concept artist Soheil Danesh.
I would be very happy to hear your feed back on any and every aspect of these videos.
Amir Hosein made a post to the OGRE showcase forums about Soshiant. The response is overwhelmingly positive. I’m hoping that our love, care and enthusiasm can fuel our effort for just another year or two, and I believe we will make it, and we’ll make it big time!
Refer to these two (one and two) blog posts by our fearless team leader “Amir Hosein“.
If you are lucky enough not to be pestered by a ridiculously ineffective, yet irritatingly irritating Internet filter, you will have a peek at some of our gameplay.
You should note that this is not even alpha software. We are a long way away from a feature-complete demo, and even longer away from a game. Please bear with us!
The Soshiant website just went live. (UPDATE: Here’s the English homepage.)
And again, we are pulling an all-nighter to ready everything for the exhibition that opens tomorrow. This will be the first time that the public sees our baby, and you could imagine how excited we are.
However, there’s still a long road to go for Soshiant to become anything resembling a playable game. What we currently have is basically nothing more than a techdemo of some of the stuff that we could do, with time and of course, money.
Anyways, the exhibition is held at Tehran Mosalla. It starts tomorrow (October 22nd, Aban 1st) and goes on for 10 days. I’m told that the visiting hours are from 9AM to 9PM. If you are interested in posters, collector cards, T-shirts and some in-game and technology videos, concept art and our game, please give us a visit. We will be at “Fan-afzar Sharif” booth.
I woke up yesterday, 7AM. It’s now 9PM and I’ve just come home, and I’m gonna eat something, and I’m gonna go to sleep after 38 hours. That’s a personal record. And I’ve been at work, non-stop for 27 hours.
And you know what, I’m just feeling conventionally tired and I may even try and work on my own programs a bit. I never thought I would be at work 27 hours and be this happy (well, as far as I get happy, which is not much.)
And my work was hard, at least for someone with my limited practical knowledge (or theoretical, for that matter.) I implemented the whole shadow system for our game project Soshiant from the ground up, after several failed attempts at using Ogre’s shadowing services and several other attempts to figure out the pieces needed to use Ogre’s facilities from other people’s code (nobody seems to have had the problems that we had!) Anyway, me implementing generic shadow-mapping was like a blind man with Parkinson’s trying to fix a deaf and mute man’s teeth: full of screams, blood and gore. But that’s another story for another time.
My pint here is that I was doing something I liked, and that I’m not badly incompetent at, on a project that engaged me, with people that interest me. Therefore, I cannot wait to get more (after I’m rested well enough of course. I’m a lazy slob after all, and nothing can change that.) What I’m saying is that “Give me fuel, give me fire, give that which I desire.”
I’ve been living disconnected from the world. I’ve practically stopped answering my phone, and I’ve been ignoring my (online) life for the most part.
This is because we are making a push to prepare our game, Soshiant (sorry, no link) for a demo which is in about two weeks. What we are hoping to accomplish is close to impossible, and we only have our “hunger and foolishness” to drive us. To be honest, everybody else is driven and determined, and I’m just tagging along for the ride.
What keeps us sustained is mugs of Syros’s magical Mojo, and a lot of heavy metal. Oh, and let’s not forget tiny steps of accomplishment every now and again.
Right now, I’m just enjoying working towards something magnificent and beautiful. “Good day to be alive, Sir!”
I attended a conference yesterday which ended up being about the game industry in Iran (the title of the conference was not even close to that.) Of course, there is no game industry in Iran, and all the participants and presenters agreed with that, and they discussed some of the real problems on the way of making games and even some solutions to them. Here’s my 2 cents (or 2% of whatever monetary unit you’d prefer.)
First, let me talk about what I perceive as the biggest misconception about IGI(!). People (mostly those who want to look knowledgeable and informed and “in the know”) always talk about how there’s a great potential for making games in Iran. It almost never happens for one to have a discussion with an official or a CEO or a civil servant about making games and not hear them refer to the untapped sea of talent and potential and great human resources that we have in this area. I have never been in a situation to ask them: What talent? What potential? Where’s this sea of unused abilities? Where are these great opportunities to forge a game industry in Iran?
I believe it is a valid question to ask and that it doesn’t have a satisfying answer. Here’s why:
Admittedly, there are exceptions to almost every item above. Let’s not forget the brave people who are making games in this flea market of ours!