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Update #19: Composer 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
Update #18: Mini-Update: Another Backer-Exclusive Screenshot
Update #17: Big News: Lifeless Planet To Have Twice as Much Outer Space
Update #16: Kickstarter Beta 1 Gameplay Video
Update #15: Beta Today
I posted this in the comments just now but it really deserves an update:
I'm happy to say...the beta is finally finished! Been working VERY long days but I think it's finally ready to share. I ran through it a couple times just now and have a very small list of small items and then I will 100% release it to [my Beta-level backers] by tomorrow night. (As in Friday night -- technically it's already Friday since it's after midnight here...).
So, something fun to do this weekend! =)
-Dave
PS If you are in the beta-testing rewards levels, I will message you by late Friday with download instructions.
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David Luhr on March 12
Cool, just thought I'd ask. I'll definitely provide feedback after I get some more experience with the beta. Thank you!
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This project successfully raised its funding goal on October 24, 2011.
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David is a partner at Stage 2 Studios which specializes in creating innovative media that inspires audiences and ignites growth. David is an experienced interactive designer and is passionate about finding unique ways to combine truly entertaining media with content that educates and inspires.
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.