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@nyxstudios
Here's a turret - used by the bandits of STRANDED.
Update! We've taken a bit of a break in the mid-year holidays, but now we're back in full force. Here's an sneak-peak update - the old models for the aliens, compared to the new! Enjoy!
Some examples of the lush forest environments we'll be including in the opening areas of STRANDED. The player model is a placeholder.
Here we have the Day-Night cycle in live action, also showing a small clip of our aliens in the process. Obviously in the video we see night - day - night. Thanks to Jon for putting the video together. (and making the thing in the first place)
Thanks to Ryan and the Starcraft 2 prototype, we have discovered a huge gameplay feature we were always planning to include, but not planning to focus on.
Night Mode.
As explained in the SC2 Night Mode post, this is going to be a huge fun-factor for our game, and we immediately began implementing it into our engine. Jonathan did a wonderful job and we now have a night mode ever better than Starcraft 2s (as in, it has a cycle, not just switch on/switch off). Enjoy these screen shots, and a new video showing exactly what the transition is like coming shortly.
Environmental Art Upload - Plantlife models (as well as extra Glowseeds and Terrapipes)
Environment Art Upload - Terrapipe Collection
Environmental Art Upload - Consumables and ships The Escape Pod We wanted to created an escape pod that looked like it could survive the plummet through the atmosphere, but in a pretty low-tech way. No force-fields here, just good old thick blast-plating on the outside, and huge metal segments to absorb impact into the ground below. Scattered across the world you'll find these escape pods - some loaded with goodies, others loaded with plot development - and we hope they'll look great smoking and broken into the earth.
The Beacon The Beacon was trickier - we had to make sure it looked like it came from the same technology that the escape pods do, and at the same time it needed to be smaller and grab your attention. Flashing lights atop it and the similar metal shield protrusions seemed to solve both problems.
Environmental Art Upload - Glowseed Model Collection
Here's an update for the past week - the level editor's well under way and almost complete, and more animations and environmental models have been completed.
With this version of the editor, we can raise and lower terrain, paint textures, place models as well as change size/colour, and the maps are loading and saving perfectly in real-time. Exciting stuff! More tweaks and editions are constant, as they always are, so it can only get better from here.
Sneak peak of a work in progress - some alien architecture. Hopefully this will be the first sight the player has that this planet was inhabited by sentient creatures, long, long before.
More basic models, just of items and environments.
More environmental models. These featuring two specific 'plant' types - Terrapipes, thick trunk like plants, filled with toxic liquid. Glowseeds, the second plant type, are a plant that has properties akin to that of a balloon with a lightbulb inside.
Holiday update
Whilst it's already a few days into the holiday, here's an update to cover the next week or so, before our big viability presentation on the 5/4/2011.
Level Editor
For the next week our engine is going to have some massive work done on it - thanks to our lead programmer Jonathan - and by next week we hope to have a functioning level editor. With the level editor in place, our Lead Design Ryan can get straight to creating the world in which our game will take place in.
Level Design
Speaking of level design, this past week our control scheme is now bordering on perfection in our prototype engine, StarCraft 2. With that in place all that's left now is for our prototype to grow bigger as more of the world is fleshed out and more puzzles are designed to inhabit it.
AI
Jayden, our AI programmer, has his work cut out for him, getting at least a few enemies pathing correctly by next week. If this get's completed, we will have heaps to show and be proud of when we present next week. Best of luck to him!
Art and Animation
Dane has once again shown off his crazy skills by rigging and animation three separate animation cycles for each of the enemies we currently have modelled. More and more environment models are being completed as well, expect an update related to those later in the week - as well as few examples of the animations we have so far. However for viability, we hope to have some of these monsters and environments textured and imported into our engine.
And that's a wrap up for this next week. Our next update post will come more than likely after the presentation is completed and we have a viable engine working.
Stranded - Plot Teaser
Ship Command System Authorised Log in: [] Ship Log in Identity Accepted Booting Ship Commands ... ... ... Ship Commands Loaded USER: [PLAYER] Standing: [Cargo Officer] Status: [STRANDED] Booting Log History ... Log records found from Military Transport 'Tyche' 00:49 hour Earth Standard Time Transport Space Anomaly - Unidentified Craft inbound 50 parsecs.... 40parsecs.... 30parsecs... Hull Damage Critical - Activating Emergency Beacon-@//////*3ks33.>.2..1----- --- 000001---- $#---///!!!_) Error occurred. Beacon activation failure. Engine damage status: Critical Gravitational strength levels of nearby planetary object exceeding current engine capacity. Rescue Beacons releasing.... success Cargo Container 1 releasing... success Cargo Container 2 releasing... success Cargo Container 3 releasing... success Cargo Container 4 releasing... failure Escape Pods releasing... success Cargo Container 4 releasi@#---2.>1>>>>>/23//trrrr/e//t//eed real------32eaareasedreal@#@2@eleasedreleasedreleasedreleasedreleasedreleasedreleased------- - --- - - -------ffcas22/////// End of Line