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Final touches to the game...
Bugs are a huge part of game development, the picture to the right shows a bug in LOTP during early development. The game is usually locked-down a month before final release, which means nothing new gets added. Luckily I used a code first approach, which was to implement all features and
eliminate all bugs at an early stage of development, it's a good system'
The lighting...
'When Zeke walks into a shadow he'll turn darker, giving the illusion of 3d, this is called vertex lighting and is handled by OpenGL, infact most of your PS1 and PS2 games use this techinque to simulate real-time lighting, othertimes the shadows are 
(Final Touch..)
burned into the 3d-model, or lighting is done on the texture, or a combination'

Special effects..
'The special effects like the dust effect, shown left, or blood splats, are called particles, which is just a fancy name for lots of little animated sprites, when you shoot the rifle in LOTP a bullet casing sprite comes out of the gun, the blood effects are created the same way'

Back to Making Of...

this article has been informative, and happy gaming!'
'When the game engine is in a stable condition you can shamelessly knock out sequels. Infact the hardest part of making LOTP was in creating the engine, which was a slow evolution, from a simple porn game to a movie-styled shooter. I hope
Keeps going..