Level Design - Break a Leg!
Written by Administrator   
Sunday, 30 September 2007

Unfortunately coding hasn’t been going as quickly as planned. Our lead coder, omega, had a nasty run-in with a violent hill, which resulted in him getting his leg broken. The hill came out unscathed.

So, after a surgery to reset his ankle and insert some pins, he’s bedridden for a bit. Which works wonders for 3MM, but don’t tell him that.

We expect coding to be back in full swing in a few days and a working prototype with general gameplay features is on the horizon.

In the level design department, charfade has sent me her most recent work, the concept and mockup for our first level.

 
The Music
Written by Administrator   
Sunday, 30 September 2007

We’re pleased to announce that Three Month Mod will be featuring the music of Paper Sailboat, off the latest release in blackout cities, available soon.

The music of Paper Sailboat covers a wide sonic palette, from moody instrumentals to tinges of drum and bass.
As one critic put it, “The soundtrack of a satellite traveling through space.”

We feel that Paper Sailboat’s music will help to set the mood and tone of our levels as well as being pleasing to the ear.

You can check out an exclusive track from in blackout cities here:


Paper Sailboat - The Escapist

 
What is Three Month Mod?
Written by Administrator   
Sunday, 30 September 2007

Having built up the team at Blackened Interactive, we decided to do something to help us strengthen our teamwork and workflow pipelines.

Having previously worked on a retail Source engine project, omega and I knew it would be the perfect engine to pull something like this off.

The subject matter was simple, something we both loved, pre-existing (that we could modify) and entertaining. So Three Month Mod became based upon a little known franchise.

Of course, while the themes and general gameplay present are wonderful, we knew that to avoid the legal beagles we would need to change a lot of content, while still giving the player the general feel of it’s progenitor, lest we get foxed.

After researching a bit on other mods that had used the same subject matter, we decided we could do in three months what they couldn’t do in years.

The plan - a fully functional, entertaining mod with custom assets. Three months from conceptual to downloadable, and three days to Proof of Concept in-engine.

So here we are at day one, with omega already knee deep in source code. (and Source code Bah dum chhhhhh!)

The first test, adjusting the jump height and getting physics and gravity set.

Implementation of the ’space jump’, allowing the player to jump multiple times with air-control.

There is much more to come, I will be chronicling the entire process from start to finish in this blog, with most likely daily updates, so stay tuned!

 
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