Thursday, October 24, 2019


Low-Poly. Getting there folks. Tough slog doing all this on my onesies, but I've finally gotten to a level in Blender where I think I can do the full pipeline to game engine pretty quickly. Done alla of the major characters already, Geedy (Edgar Friendly), Elk, Project K, now Beak. Will work on Tracy Takaki soon.

Friday, August 02, 2019





PART 3- A PRELUDE

Nathan Langdon, Peter's older brother- is the perpetrator of a DUI vehicle crash involving himself and Edward Geedy as well as his younger brother Jonathan Geedy, and this is the primary catalyst that thrusts everything into motion.

Years before the timeline of the games...

Night driving in the countryside are Jonathan and Edward Geedy. Jonathan is in the midst of confessing to his older sibling a sinister revelation-- he has killed a number of women.

Jonathan (later known as Project K) is not entirely at fault for his actions of lunaticism. He is the survivor of a self-inflicted suicide attempt, one that left him mentally disabled with serious neuroticism and OCD-like repercussions that materialize in extremities of personality- from being kind-natured and timid to explosive hysterics. His excessive anxiety disorder that is largely relieved by the pet cat that is always on his side, an animal that is used as a therapeutic instrument by Jonathan's carers to lessen the negative psychological survival trauma and evoke a childlike feeling of security and peace within Jonathan.  Edward, upon hearing the confession is frenzied, his mind beset by the thoughts of the many eventualities that will occur once the news gets out, should he let it. 

Nathan Langdon, coming in the opposite direction, drinks from an open bottle of Jack Daniels (200cc) resting on the passenger side while driving a second-hand F-Type convertible Jag, opening up in the summer night, murmuring complaints to himself about a former colleague, a comrade who is refusing to conspire with Nathan in accepting bribes and has threatened to blow Nathan's cover. His concentration at an equal deficit to Geedy’s, he 
 shoots down murky country lanes oblivious and with little care to to his surroundings.
As Nathan switches channels on the radio, a local lady stumbles on the street ahead. In riddles of a fragmented mind, she talks to herself; she has developed dementia and walked away from her place of care. Langdon, who is highly intoxicated by this stage, collides with her, the effect causes his vehicle to zigzag across the lanes in a sine wave. His Jag  smashes into the oncoming Land Rover Discovery Sport 2.0 TD4 that Edward and Jonathan are in, fishtailing the Land Rover off the road and flipping it past the side jettison, then catapulting down the 30ft plummet. It appears improbable anybody would survive such a drop, Langdon considers, but as he peers over he sees; a) the life-devoid elderly woman’s body caught in a shrubbery of hawthorn, spilled organs and broken appendages spread at unnatural points and b) the two occupants of the Rover out within the open, slithering in anguish, bloodied and both with serious damage. Jonathan Langdon expires shortly after. His brother Edward reaches out to touch him, but his hand instead falls upon a copy of the book he had that was within the car- "The Island of Dr.Moreau"

Nathan Langdon surges down the bank. His cop instincts kick in to initially rescue the duo, and he tries to awaken Edward. Edward appears to be semi-docile but mute, he gazes at Nathan and blurs out once more. At this point Nathan reconsiders the scene, letting everything sink in. He predicts the catastrophes that would happen for him ought to he call it in and other members of the force come and discover him there intoxicated. And as a figure of authority, he knows it’s a career killer. With this in mind, he makes a choice, putting his foot on the back of Edward's head and forcing it into the slime until he's certain Edward is dead. Nathan then  gets back within the car, hurling the bourbon bottle out, foolishly leaving prints on it that are afterward used for identification, and drives off. 

Unbeknownst to Langdon, Edward Geedy miraculously survives the accident and the murder attempt. He endures outwardly only physical harm. The irreparable cracks of the neurological mirror will make their appearance later.


 “Not to go on all-fours; that is the Law.  Are we not Men? 
 “Not to suck up Drink; that is the Law.  Are we not Men? 
 “Not to eat Fish or Flesh; that is the Law.  Are we not Men? 
 “Not to claw the Bark of Trees; that is the Law.  Are we not Men? 
 “Not to chase other Men; that is the Law.  Are we not Men?”

Amid the months of recuperation that follows, Geedy becomes exceedingly fixated by his last recollections, a read through of ‘The Island of Dr.Moreau’ - the book he was just wrapping up as Langdon’s car hit his and sent him and his brother off the gorge. Geedy’s harrowed intellect turns profoundly into the morphia, indulging in fantasies of men and beasts grafted together and advanced into more superior, more purer species or “Vivisects”- as they were named within the anecdotal H.G.Well's tale. Edward’s mind obsesses over bringing them to reality.

Nathan Langdon is soon identified by highway camera and affirmed to be at the source of the occurrence through the fingerprints on the bottle. He is forced to hand in his badge, yet his connections keep him out of prison. He becomes unemployed, skeptical, bitter,  and self-destructive.

After the events of THE Insanity 1 & 2 

It is a mystery how Edward Geedy and his associates were able to vanish after the Wishingtree affair with Peter Langdon, whose remains were also not recovered. Years pass,  and the case is dropped.  The OR recordings that Geedy famously uploaded stopped abruptly. 

Then one day, Nathan Langdon is personally sent a vellum-print letter from Geedy, shedding light on the whole affair. 


On the ocean...

Next is the scene of Nathan and another man on a power boat, wrapped up. It’s winter. He pulls out part of a letter he has gotten from Edward Geedy. "Nathan THE CONDEMNED. YOU KNOW WHERE TO Discover ME After You ARE Prepared TO Atone FOR THE Offenses OF THE PAST. COME ALONE, to SEEK REPRIEVE. You KNOW WHAT WILL HAPPEN TO NATHAN." 

The protected (fictional) Shipman Isles and the main island of Weasel Bog have a modest archaic populace that get by as primitive subsistence ranchers- surviving on an agrarian culture, and are akin to Quakers with little to no utilize for power or present day hardware, and with the Act of 1956[11] that disallows travel to the island and any approach closer than five maritime miles (9.26 km), outsiders are prevented from any contact with the inhabitants in order to terminate the spread of remotely contracted infections, and protect the culture of the islands, in other words, they are totally closed off from the rest of the world. The region is watched by a neighborhood naval force also composed of inhabitants who will oust or even attack interlopers on sight.

Langdon will later discover that Geedy is not merely hidden within the Shipman Isles- the islanders are in truth supporters of Geedy and his despotism, impressed by his success with the operations his doctrines fall closely in line with the chapter of Paganism they mirth themselves in. To them his success with the vivisections shows him nothing short of a revered saint, and evangelist of their belief, a savior, the personification of their prophecies  of leaders arrival. Having been contacted, and welcomed to live within the island a long time earlier, Geedy was able to move there and found an HQ, feigning greatness and benefitting from the total support, worship and compliance of his followers, advancing their otherworldly body of religious practices through his own lecturing, expressing his own twisted elucidations of ethical instruction and moral coding, joining them in song and ceremonial event, reflection, transition, and more horrendously, utilizing them as manikins to perform his vivisections on. The honour & blessing of being rendered into a 'totem animal' is seen by the islanders as a prestigious gift to aspire to.


As the ships docks having maintained a strategic distance from the coastguard Nathan disembarks and left alone when the ferryman he believed would take him to Geedy takes off abruptly. It’s daytime but the climate of the Shipman is the same perpetually; dim, overhung, drizzly.

Far away is Geedy, looking through binoculars from a veranda distant within the slopes, he’s been watching all along. We see the shadow of an colossal monster move at the calling of it's master.

Nathan thumbs a Glock 22 Standard, checks extended floor plate (mag), clicks it back in full mag, puts it in a holster on his coat. What Geedy doesn't know is that Langdon himself is more mentally unsteady than ever. He figures it out the tip was a set up and being caught on the cold island with small hope of getting away undetected, continues on a travel to discover his brother and protect him from the hands of the psychopathic host, and he's prepared to dispense with anybody that stands in his way, guiltless or guilty.

This game faces the twin concepts of choices and redemption; will you drive Nathan over the edge of rationality and into the darkness, or discover a way to lead him to the light, and back to the way of the lawful and the good?

Tuesday, July 16, 2019

First Practice Model









 

Milestone first low-poly first attempt in Blender, at under 8k poly count.

would make a good model to cut my Blender teeth on, I figured, as I already had a 'fat guy' obj model to reskin and resculpt, downloaded from somewhere long forgotten on one of my old backup CD's, and here's the result.  I didn't apply a normal map in this case but will do tomorrow. Found a great online mapping customizer NormalMap-Online here, a super handy tool I'll be using plenty in the future no doubt.  Normals? what- if I'm speaking Chinese here this link will explain everything about mapping.  

Here's another render with a gloss shader on the bug and a displacement map in place of the missing normal. It's unlikely I'll ever bother with doing high-res sculpts as it's too much work for one person. Instead I'll likely paint height-maps and convert to normals directly in Blender as demonstrated in this tute. 








Loving Blender but lord almighty what a struggle to wrap my head around all the zillion controls and shortcuts, everything from the modifiers and UV wrapping, getting to grips with Cycles Rendered and it's 'circuit board' Node system, to just getting the cam position to look like they do in the UI- it has taken many hours of my time.

Still, it's almost worth it for that moment when everything falls into place, and next time will be a doddle.




Personal

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So, still living in Japan of course, and VR is hitting the arcades in a big way over here. Costs $8 a go and so it's definitely for novelty alone but man is it fun flying around mountains on a winged bike, or riding on a chopper whilst Godzilla incinerates Tokyo. I had the creepiest experience ever with this one game, where you go around on a wheelchair trying to navigate your way out of a type of zombie lair, it's cosplay and so I could see my wife (or her avatar) riding around and something about the avatar waving at me and knowing it was her freaked me the hell out. When we both lost to the timer and it went to a cut-scene where she got the head of her virtual manifestation cut off by a giant pair of scissors I genuinely felt distressed for a couple of minutes after, lol. 

Friday, July 12, 2019

Yikes- 7 sinful years since I last visited this blog.

And there I was was thinking "Hmmmm, back into the fray of game development, best get a blog going"- and was hunting around for a suitable spot when I suddenly remembered this one that I'd already created aeons back, lol what a shitty memory I have. And here we are again, back in the field, phoenix risen, passions reignited and all that. 

To address the question that I get asked the most, yes, I will be working on "The Insanity 3" eventually- though I'd like to revamp the first two games (extended versions) in all three glorious dimensions first, as a practice exercise if nothing else. The actual story for The Insanity 3 game has been written (vast majority of it anyway), but don't start tapdancing just yet- I'm still very much getting my bearings with the new development environments I've been adapting too, mostly Unity and Blender. I'm taking to them like a fish to water though and so there isn't much of a hurdle to leap over-- once you have the fundamentals down these game engines/modelling kits/programming languages- they're all alike. Actually Unity and Blender have come a long way since I last used them, and Blender in particular is light years superior than anything it used to be. I thought I'd have sprinkle some $$$ sugar out there to get Maya or Max but after a couple of days of piddling around with Blender I was impressed enough to scrap that idea.

Now, being honest- EvilKris is not a huge aficionado of blogging and the precious time it eradicates, but there's no wealth like knowledge, and if everybody else out there was equally compelled to keep their methods to their chest then none of us would get anyplace, and so I feel obliged to at least give a little back to the community, and hopefully grow a buddy network in the process. It's unlikely I'll make any actual tutorials like back in the old days but I will do my best to be diligent and not only post game updates but also the occasional tasty coding snippet or art tip, along with assets (see below) and links to other realms of online education I deem recommendable. 

So what does the crystal ball say for the future of the EvilKris gaming *scoff* empire? Well, here's my current train of thought: 


MAKING $$$ 

Back in the grand old yore of Flash, us devs could make a few quid/bucks through the CPC model or via company sponsorships, but this is the modern world of Patreon and Early Access models and so there's a good chance that's I'll be taking that route. Thankfully I have a day job that pays the rent, so lack of funds won't be the rain on my parade any day soon. 


PLATFORM 

PC downloadable. Would I make a mobile game? Not interested at the moment, but I'd certainly license my games out to be made on mobile though. VR? Abso-fricking-lutely. In fact, it's not too much to say that eventually I will veer towards VR stage development as it's clearly going to be the next gen zeitgeist to ride on, and once everyone and their mother has a VR headset for the latest PS5 or whatever then the indie world is going to detonate with cool VR demo's and I'd love to be one of that lot. Needless to say VR is the ideal medium for horror games...I mean- just imagine The Insanity in VR? Goosebumps right? You bet. For the time being I'm thinking the games or betas I make will be downloadable either directly from this or whatever page I transfer to, or if I can I will make them accessible on Steam. 


ASSETS

Do not expect jaw-dropping graphics while it's only me on me onesies as sole dev, sorry. Although I enjoy drawing and modelling, creating graphics is the most tedious, collosal task ever, and I'll simply have to find whatever ways I can to get around that fact or the peeps will be waiting forever for every release, and you'll have to promise not to be fussy. Anyway, with karma on my side the games will eventually attract some potential teammates for recruitment, or even make me enough cash to hire a couple of bonafide pro's to help out, but for the time being the graphics will be mostly legacy low-polygon bollucks with lots and lots of post-pro fog to cover up their ineptitudes; think PS2/PS3 quality models that are between 10-30k polygons with a bit of normal mapping thrown in-- and yeah, that's the best I can promise to start with. It's sort of advantageous that retro is in these days, lol. 
Most of my stuff won't be made from the ground up either, but more likely ripped from old games and tweaked enough to bypass the copyright laws and into 'transformative work' territory. Just being honest, lol, please pretend you didn't read that. Again, things are better than a decade ago and so there's almost any obj imaginable out there available for royalty-free download, very useful. 


PROMOTION

Experience has taught me that quantity with some quality works better than high quality and low quantity, (?) and that consistency and community are actually the keys to getting things going. I mean, look at Puppet Combo, this guy squirts games out his backside faster than Stephen King writes novels and though they aren't visually exquisite and a bit flawed they do something that 99% of horror games do, scare the fck out of people. And they do have style in buckets, I'm not afraid to admit I'm jealous of the talent this guy and his team has, nice! But more than that I appreciate that he's raising the bar a bit for other horror devs and spawning copycats, which is awesome.

Indie game developers are doomed to repeat the same mistake, they dive straight in early with their best game, spend years polishing their baby without getting it properly gametested right off the bat, thinking it's going to make them richer than Trump, and then *poof* the way of the Dodo the minute they release it. The internet is aflow with the carcasses of materialized indie dreams that were pushed from the nest without anyone to catch them. This transpired with one of my Flash games Sunken World, which although I'm proud of in terms of graphical achievement, gameplay-wise was a stone-cold turd..and I knew it early on and yet chose to ignore my gut like a fool. Wel, never again. Getting the 'hook' is imperative from day one. My motto; if I spend a month on a game and nobody is telling me how awesome it already is, I'm scrapping that putana. 
I'm thinking I'll just throw some work out there and see which venture sticks, launching pre-alphaware and seeing which project begets the best feedback- and those will be the ones that I'll put the most exertion into fleshing out. Naturally The Insanity games are a solid that I'll be working on in the background, but alongside those I'll be releasing a bunch of mini-tasters, small games swimming around my noodle at the moment which will probably never finish completely but will be entertaining for what they're worth.
That's where you folks come in.  Something I do want to do which I don't see other devs doing is to arrange a more collaborative and open-source framework, a place where you -the guys with talent anyway- can add to the games yourselves. I'll be uploading (some) assets for people to toy around with, to work on, improve on, and will also be releasing all my blueprints, project concepts, designs, menus, texture maps, models, anything preproduction, and let you have at it, to edit and tweak, remap, remesh, subdivide, bump map...whatever. And then you can upload it and we'll all see what you come up with. It'll be fun and of course, if I do decide to put it in the game then credit will be given, and dare I say even a share of whatever the game makes. Which leads me to the next point- 

PARTNERSHIPS

As always, I welcome potential team-mates wholeheartedly, however skeptical I become. So far I've yet to meet a collaborator that worked out but hey, I know, you get what you pay for right? Anway, if you think you have the chops then mail me. 

Alright that is it for the time being, tara.