Saturday, March 30, 2013

CryWolf, NovaWolf? SteinenWolf?

So, I'm about ready to seriously start coding and rigging and animating for my Wolfenstein tribute. The assets are done. I have a level roughly completed, along with various props, character models and weapon models ready to go. It took waay longer than I thought it would. But it was rewarding.

The reason why it took so long is that there is *so* much that goes into game making these days. It used to be you could just fire up Radiant and kick out a level in a couple of days, as long as it was basic. Now everything takes 10 times as long on the asset creation side. I have to model it, UV it, sculpt it, bake it, texture it and finally make sure it renderers right in game, which is no small feat given the myriad of options in a modern game engine. Add to this various sundries like making collision boxes for levels. It's a pain.  Yet, some things are way easier than they used to be. Take RtCW and ET coding for example. Everything, down to the number of frames a reload animation takes, is hard coded in C.  I can do half of what the RtCW game code does in Kismet (or Flowgraph) in a fraction of the time that it took really competent coders days to write. You win some, you lose some. 

Anyway, maybe in a month or two I might have a rough alpha ready. Hopefully. It's coming.