Wednesday, 25 January 2012

Timeline of events

Basically, I have decided to create a timeline of events on little deeds and thoughts I went through in the creation process of the game. Although I have begun a long time ago and might confuse some things, I will try my best to recollect on all that I have done since beginning until the present. Might be a little boring, but some might find it useful/interesting.

-  2008 Became interested in game development.
-  2008-2010 Pretended to develop games.
-  2010 Attempted to learn to create games.
No more dates on from there...
-  Spent much time learning and practicing 3D modeling in 3DS max.
-  Learned about Unity, after numerous other engines, and decided to use it.
-  Became very excited, made a small level (attic), scripted a torch.
-  Attempted to form a team (several times), being met either by outright rejections or teams that died in a day.
-  Spent much time reflecting on the horror element in games.
-  Became fascinated by UDK and moved to it.
-  Became discouraged by its complex interface and moved back to Unity.
-  Spent a month in a dilemma (modelling, meanwhile) deciding between Unity and UDK.
-  Decided on UDK, due to Unity's lack of features and UDK's graphical capabilities.
-  Learned much of UDK, and began creating an interior, later realizing that due to tricks of the subconsciousness, it looked ridiculously like my own house. The room is still used.
-  It was modeled in UDK using its Brushes. This caused some glitches.
-  Imported numerous objects and textured them, meanwhile learning about UV mapping and UDK Materials.
-  Added lightmass volumes, and created a post-processing area.
-  Spent a great amount of time creating atmosphere and models. A GREAT amount of time, indeed. Learned much.
-  Attempted to create a player character. Was unable to rig it and thus abandoned it.
-  Continued...
-  (basically modeled, created atmosphere and learned about all of the tricks...)
-  Felt doubtful about UDK due to numerous reasons.
-  Became inspired by the Cryengine 3.
-  Creted a video, comparing my level on Unity, UDK and Crysis SDK. Was a quick comparison, but Cryengine 3 was the winner.
-  Became excited by the promised release of the Free SDK.
-  Modeled, creating the scene in UDK, hoping to move to Cryengine 3 later.
-  Finally, and excitedly, downloaded the Free SDK.
-  Had to recreate the interior for it, spent time texturing, learning about multi-materials etc.
-  Managed a dirty fix for the shadow lag.
-  Imported most assets into the Cryenigne 3 and continued tweaking post-processing until satisfactory results.
-  Was recalling a nightmare, and realized that many of my nightmares were works of the blackest of art.
-  Decided on the name Nightmare Studios, and began remembering all of my nightmares which were relevant.
-  Began creating a house. Due to some mistakes, it turned into an elevator. Created it and a level for it.
-  Attempted animation, but unsuccessfully.
-  Continued creating the game.
-  Unsuccessfully attempted to create a website. I became too bored to continue.
-  Began to create an apartment.
-  Textured it, and played with the post-processing of it.
-  Got numerous ideas.
-  Decided to implement a Penumbra physics interface after all, after abandoning the notion due to physical restrictions in Unity and UDK.
-  Abandoned the story, for a third time for this game.
-  Began physicalyzing meshes in Free SDK.
-  Wrote this blog.

I might have skipped some things, but these are the basics of it. ciao.

Welcome.

   Hallo. I am the founder and lone member of  the team Nightmare Studios. My basic goal concerning this is to create a great nightmare experience utilizing the medium of games. This does not truly matter. What matters is that which is hopefully to follow. By this I mean updates on the game, and general discussions on certain matters. I fear to admit that I might be copying Frictional Games slightly in their actions and decisions, but greatness is typically inspired by other greatness. Anyway, it is late, and you  probably don't care much for the intro anyway, so, lets begin!