Worklog for Sunteam Software

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First 2004 worklog = better late than never!(Posted 2004-11-05)
Well 2004 has not been as a productive year as we hoped. Many factors had a part to play, such as real-life stuff, summer etc...

So where do we go from here? Well we had been working on an action-rpg title, however we now feel that our current level of enthusiasm for this kind of game is not all there, and as most of you will know, if you don't feel like doing something then don't waste anymore time on it as it will never be done properly. So we are starting a new project something a little more on familiar more interesting ground :)

However I'm not about to say what we are working on now as there are many discussions ahead for us about the direction we want it to go in. The main reason for this worklog is just to make sure I get one in during 2004 and to say that we aren't MIA, just been resting on our lorals for a while :)

Mike (Sunteam Software)



Sunteam - quietly does it.(Posted 2003-11-18)
Quietness from the Sunteam camp abounds at the moment, but that is not to say we aren't working hard. Programming wise it is a strange time as we have so far proven various technologies and techniques but now it seems we are finally at the beginning. Why is that strange you say? Well it's just that we started this project back before the summer and having programmed a demo level, various screen artifacts and effects we are now starting on the coding proper.

Funnily enough this is more exciting now than it was back then. Why? Because we are finally putting the building blocks together to form the underlying engine of the game and despite having not too much to show right now the overrall outcome is looking more and more like a class product. Surprisingly easy to do now as well... which is nice :)

So is there anything new to tout? Well the action part of the game is definately going to be more pronounced than originally invisioned but we think this will help to boost the appeal of the game as nobody wants to walk around for ages and do nothing, so as well as having a grand story with appropriate settings and mood, the player will be hacking and slashing their way through the story.

There are of course many things we will be putting into this game and there are lots of ideas floating around too. However history dictates we keep a lid on these for now, otherwise we'll have nothing to shout about when it is released :p



First 3D game development under way(Posted 2003-03-21)
Having spent a lot of time on the UniMake programs we have learnt a lot about 3D programming and various techniques which we now know we can utilise in any future projects we work on. However UniMake was heading inevitably in the wrong direction so we have decided to ditch it in favour of already established programs out there.

In the last few weeks we have begun work on our first 3D game which will be a RPG. Progress so far:

-Storyline worked out
-Graphical style under development
-Game engine being worked on
-Utilisation of tools commences building up a core set from which to advance the progress into full development

As for the actual game mechanics, we are aiming for a 3rd person 3d environment with realtime combat with customised attacks utilising varying weapons throughout the story. Environments will span various differing styles including villages, forests, mountains and underground areas such as caves and dungeons. As the story is set in a fantasy world, their will be many creatures to fight and magic may also play a part.

Technical progress:

So far we have been looking at the overall style of graphics as well as working out the best use of available software. This has mostly concentrated on outdoor environments for which we use MojoWorld v2.0 (http://www.pandromeda.com). We have created a bare bones world from which we can export heightmap and texturemap information from any area within that world which we then use WorldSpin to layout in a Blitz environment. Results are better than expected and progress is seemingly straight forward. As my graphical guy concentrates on the overall visual styles of the game I am now working on the raw game engine for which I'm currently concentrating on the game area code, camera and player control code, and the connecting of different areas/maps which the player will be able to move around in.

As we get to the point of finalising the graphical style we may then begin to post some screenshots. Until then, happy coding :)



2D Demo done!(Posted 2002-08-28)
The 2D Tech Demo is done and available for download from our webby. The 3D Tech Demo will not be finished in it's current incarnation but we do have plans for it :)

Currently going to finish 'Bentens Jetbike Challenge' and 'Harrier Angel' and then it's onto 3D work.



Cybernoid finished and...(Posted 2002-05-20)
...we had a spare day so we did our first 3D title which went better than we could have hoped for.

Cybernoid: Full remake with intro and end sequences. Extras galore which you get by collecting Daruma collectable tokens and spending them accordingly in the Extra's section (Psssst the last extra is well worth it if you can get it, plus it alters the ending slightly).

Brass in the Brine: Call it a little test game if you will. Pilot your submersible around the underwater terrain finding and destroying treasure chest within the time limit. Nothing fancy just a 3D test really but good fun :)

Both can be had from our webby