Category Archives: Games

Introducing My New Website – dark-code.org

Recently I’ve launched a new website – dark-code.org – which will feature everything related to the game developing projects and designs that I am creating.

The idea behind it is to keep my game development work separately and within its own digital space.

You can access here a presentational page of all what [DARK:CODE] means, all my projects (upcoming and completed), all the game related music I’ve been creating – along with blog posts, featuring my games and game designs, along with short original stories and other creations.

An upcoming section will feature a magazine – where I’ll post news, reviews, guides and so on, related to games, but also to anime, manga, films, podcasts and other types of media that I occasionally enjoy.

Get a few minutes and check it out – dark-code.org. Followers and likes are always welcome!

Lands Of Gnora [1/30] – Lower Vulnik Canyons

The “Lands Of Gnora” project consists of a collection of 30 level design assignments – in which I am creating 3D environments related to the fictional universe of Gnora.

The first assignment is the scene of the Lower Vulnik Canyons.

Built with Unity.

Lands Of Gnora

One of the latest projects I’ve taken is a collection of 30 level design assignments I want to create. Apart from being a full playable game – these will only show some scenes from a fictional world I’ve thought of – Gnora.

Gnora is a vast universe in which various cultures developed over the heavy eons that push upon it’s lands. Factions and tribes occasionally fight each-other of, for supremacy. The societal structure is still lead by the upper-classes, known as the Commands.

Apart from their imperfect society and its half-savage residents – Gnora is a beautiful vast Continent.

The “Lands Of Gnora” project will reflect some parts of this fictional world. I will create various environments using Unity and Unreal Engine and I will create short videos presenting them, along adding some ambiental songs I will also create.

Below is a short introduction video to the series. Enjoy!

It’s Unity – Part 01 [Game Development #2]

– Unity comes with documentation – you can use that for various purposes – and get help when you find yourself stuck.

– A standard Unity scene – which can be considered a level comes with two default assets: a first person camera and a directional light along with the standard skybox.

– One step to do is to play around with the engine – get to know its sections and add a few game objects and try to manipulate them – it will help you know the functionalities for starting designing the level.

– If you are gonna use tiles to make a standard floor for example and then fill the level with other game objects, it is recommended to use snap settings in order to properly align objects on all axes.

– Things to remember from the start: in the Hierarchy window you will get a list of all the objects you currently have inside your level – the Scene is where you can actively create levels – the Game is the emulator for what you’ve just implemented – so you can instantly play your game and see its behavior – the Inspector is where you can edit asset settings and not only – the Project will display physical files and folders from your project and – the Console will let you know which error the compiler has met upon trying to run the game – so that you can easily fix things.

Screenshot (39)

– It is relatively easy to create animations in Unity – for my Morbus Obscura game I thought of animating multiple objects in order to create the atmosphere that I desire for the game. I just got a very interesting idea only by seeing the animation tab among my panels.

– In Build Settings you can switch the platform for which you want to develop your game – however – you should know from the start on which platform you want your game to be playable; switching platforms at a later time might take a while and errors might occur, so pay attention to this.

– You should play around with the items in the inspector. Add a few game objects and interact with their settings. You will discover new ways of how you want your game to look – and you will get new ideas for its design.

– For creating atmosphere – lights and shadows are essential. When you first generate a standard scene – you will get the default directional light. Add objects and play around with how shadows can be manipulated. Add in some extra lights and combine their shades and colors. At the end of this – you will get something visually unique and get the game look like you want it to appear.

– When using lights – you might want to use soft shadows for a better atmospheric result.

– Importing is pretty easy in Unity – you can use the import buttons or you just drag and drop files and also folders unto the project section. Instantly you will have new assets, scripts, textures and other game elements. Importing from the asset store will create new sub-folders into your project structure.

– Dragging and dropping a certain texture upon a game object will generate a material element. These are in fact the ones which can be visually determined when we interact with a certain object. You can add a normal map by duplicating the texture, changing the texture type and applying this texture to the material. This will give a more visual depth to the object – you can make rocks for example look more realistic, floors and dungeons can have normal maps combined with various shades of lights to really induce the player into an abnormal situation. You can see how the normal map works by tempering each aspect in the inspector panel. You will generate unique textures for your level in this manner – your game will get a unique vibe.

– You can resize an object with a certain texture applied – and you will notice that the texture will be also resized – not looking quite great. In this case you can apply tilling to the material and split the entire surface into smaller tiles of the same texture. In this manner you can quickly construct larger portions of the level and have it looking polished from the first step.

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– Main Menu Artwork for Morbus Obscura – 

Rendering Fear (Development Log)

One of the major things that I want to accomplish this year, on my personal achievements plan is the second video-game that I am actively creating.

Welcome to the land of Agna’thus. Welcome to RENDERING FEAR.

Functionalities (64-bit Development PCD3D_SM5) 2_10_2020 9_38_12 PM

Set in a desolate magical land – you will have the chance to explore and discover the mysteries of this forgotten realm, the lost culture of the Khaladdi people.

Rendering Fear is a dark, open-world, first-person adventure game with horror elements. The idea of it came while I was working on my previous video-game – A Tale Of Madness. And now – the concept behind it started to get materialized.

I’ve built up some of the functionalities in the game, until this very moment. I also chose to create quite a huge map – which will require lots of hours of level design. A released date hasn’t been yet decided. The official announcement of the project on gaming sites will occur somewhere in the middle of March.

Functionalities (64-bit Development PCD3D_SM5) 2_10_2020 9_32_52 PM

The functionalities present in the game will dictate the capabilities of the gameplay:

Custom UI (front camera widget, custom cross-hair, journal)

You will be able to collect artefacts and books while engaging with the environment, exploring all the areas, trying to get to certain points on the map. A journal widget with more than 20 pages will tell you the story of Agna’thus and the Khaladdi people.

Custom Particle Systems

Unreal Engine 4 has an inner built-up system for creating particles – and by experimenting with this tool I could create some effects and particles which dictate the atmosphere that I desired for a dark atmospheric game.

Crouch / Run / Jump / Zoom

Basic first-person perspective characteristics and functionalities which are needed in a exploration type game. There will be environmental puzzles throughout the game – therefore you will use these traits to complete the game.

Flashlight

The environment will be presented at night. There are various light sources that are used to built up certain effects – but some areas are shrouded in darkness. The flashlight is your little friend for discovering the right path.

Head Bobbing

For a more realistic character movement, I’ve created an animation which will replicate the walking motion of a real person.

Item Collecting / Inspecting

Feeling like a completionist? You will be able to find 60 artefacts and 25 books throughout the game. Can you find them all? Reaching out and trying to get all of these will trigger more parts of the story.

AI (Artificial Intelligence)

There are some AI elements which will roam the lands. And not only.

Animations

Certain effects were established through various animations.

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The project started in the very first week of this year. And since then I’ve added functionalities, assets and I’ve compiled a structure of the game’s story. Since the map I am creating is huge – development is still far from end.

For this year I planned the release of two video-games (of course there already is a third game I want to create – I got its name, idea and how it will start – I will only say that I want it to be a living nightmare, a deeply disturbing horror game) therefore there is plenty of time to work on these.

Functionalities (64-bit Development PCD3D_SM5) 2_10_2020 9_43_32 PM

Rendering Fear will feature music that I will create but also there will be credited music from other artists.

You can check out my YouTube channel for updates on the project, my music and not only. Seems that I decided as well to create short films this year.

Below is the Story Teaser Trailer for the game. Also Rendering Fear has its own presentation website, so be sure to check this out as well.

The world is a better place when you create. Mark my words. Peace.