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Hi Kevin. Now we're getting technical! haha...Yes, actually I'm using normal maps for the bump mapping. These terms are interchanged a bit as normal mapping is really a variation on bump mapping. I like the sound of "bump mapping"--seems more descriptive. I haven't done any parallax mapping yet, but I may.
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on May 19
David Board
Posted project update #19Composer Selected for Lifeless Planet Soundtrack
I'm happy to announce that independent composer and audio technician Rich Douglas will compose an original score for Lifeless Planet. Rich is an extremely talented musician and I couldn't be more excited to have him on board. I believe music needs to be a very powerful and integrated part of the Lifeless Planet experience, and Rich has already shown he's the guy to make it happen.
I hope we can release a teaser track soon, but in the meantime you can check out Rich's work at http://www.richdouglas.net/
Exciting E3 Updates Coming
E3 is coming up in just a little over two weeks and I'm working like crazy on a media release. My publisher will be on-hand at the event and will be presenting a new trailer, screenshots and more to the press. If you are with a media outlet who will be at E3, please contact Lace Mamba for details: http://www.lace-mamba.com/press/
This week was a very productive one. I was able to build one of the most critical and detailed levels start-to-finish in just three days! The level looks super and the speed with which I was able to put it together gives me new hope that the game will release sooner than later... Also, it has been very fun to work on levels that include more than just rocks! I can't wait to share all the new level goodness.
The Craft of Game Design: Bump Mapping
From time-to-time I'd like to share some of the things I've learned in game and level design over the years. So with this first segment I want to touch on the subject of "bump mapping."
Even with powerful computers today, it's critical to use as many tricks as possible to create the illusion of detail without using too many resources. Complex 3D scenes can take hours to render, but games have to render every scene 30-60 times a second. One tool texture artists use is something called "bump mapping." In essence, we create a second texture image to lay over a 3d object. Instead of imparting color information, it tells the lights in the scene which parts of the surface should appear raised (bumped) above other areas. This allows lights to create small highlights and shadows on the surface of the object, giving the illusion of additional detail. Below is an example from the game showing how a totally flat surface (the wall of the structure) looks when bump mapping is applied.
I've known about bump mapping for years and have used it to good effect in the past. However, in working on Lifeless Planet, I've greatly improved my skill at creating natural bump map images with sometimes (apparently) deep relief.
Let me know if you want to hear more little tidbits like this. If not, this section can drift away into the darkness of space...
Stay tuned for those E3 updates. Of course, I'll be sure my backers will get some extra goodies...
Happy Space Travels!
Dave
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on May 9
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on May 3
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on April 30
Ok, thanks for the feedback, guys. I personally really don't like spoilers either, but I wanted to get your thoughts. I will continue to share images and video as I go along, but I will be careful not to reveal too much. Same goes for the test levels. @Kender: Thanks very much for the offer to help. Anytime you guys give me feedback positive or otherwise it helps. I might also recruit a "hardcore" beta-tester team...people who don't mind a few extra spoilers to help out with some of the later levels. If I do, I'll give everybody a shot at it.
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on April 30
David Board
Posted project update #18Mini-Update: Another Backer-Exclusive Screenshot
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Robert Carrillo on May 8
I'd rather not have any spoilers. Also, I wish I'd known you were looking for someone to do music! I'm sure it will end up suitably...spacey :) Anyway, that image definitely gets me excited for the final product!
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David Board on May 9
Thanks, Robert! I just had so many submissions to do music that I didn't put out a formal request for composers... but thank you for your support!
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on April 5
Hi Jason. To date, all of the actual work on the game has been by me alone. However, I am a partner at Stage 2 Studios, a small media production company, but my business partner is not involved with the project. We have a staff of 4 and a number of subcontractors. In addition, my publisher is now involved in setting milestones, etc. So there are a number of people who have a stake in the project and contribute indirectly (concept design, testing, and business/finance), but I am still the sole/primary person creating the game. I do still expect to bring in a couple people, and soon. I actually had planned to bring in a coder sooner, but I've surprised myself with what I've been able to accomplish so far on my own.

Thanks, Evan. Rich has already done some prelim work on music themes, and if you liked the New Vista Lane track I think you won't be disappointed...
The discussion of Bump Mapping got me wondering, do you plan to employ/support Normal Mapping or Parallax Mapping in Lifeless Planet?
Hi Kevin. Now we're getting technical! haha...Yes, actually I'm using normal maps for the bump mapping. These terms are interchanged a bit as normal mapping is really a variation on bump mapping. I like the sound of "bump mapping"--seems more descriptive. I haven't done any parallax mapping yet, but I may.