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<channel> 
	<title>Subvert games blog</title> 
	<link>http://www.subvertgames.com/blog</link> 
	<description>You've found the place where we try to keep everyone up to date about the development progress and experiments, we rant about the bad weather and talk about making great games.

   We're currently working full-time on "Blackreef Pirates", a single-player adventure RPG (for PC, Mac and iPad) set in a unique fantasy world full of treasure maps, wild beasts... and of course rum!</description> 
	<lastBuildDate>Thu, 11 Apr 2013 00:00:00 GMT</lastBuildDate> 
	<language>en</language> 


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         <title>Of Guards And Thieves - Ludum Dare 26 postmortem</title> 
         <link>http://www.subvertgames.com/blog/74</link> 
         <pubDate>Mon, 13 May 2013 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/74</guid> 
         <description><![CDATA[<p>Ooops, we did it again :D</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/OGAT_title.png"><br/></div><p><a href="http://www.ludumdare.com/">Ludum Dare 26</a> was a great chance to make something different and step out of our comform zone once again.
This time the chosen theme was "Minimalism" and we tried to make a <i>"minimalist stealth game"</i>. Well...sort of :D</p>
<p><h3>"Design choices" or "72 hours to find the fun"</h3>
The Ludum Dare Jam rules have an hard constraint: you only have 72 hours to create an original and playable game!
This forced us to use a very practical approach to game development and many design choices were influenced by it.</p>
<p>Here's what the game is about: it's an online multiplayer game about two teams, the Guards and the Thieves, fighting to win the match.</p>
<div class="postImg"><a target="_blank" href="http://cdn2.subvertgames.com/website/blog/OGAT_VisualComparison.jpg"><img src="http://cdn2.subvertgames.com/website/blog/OGAT_VisualComparison.jpg"></a><br/> Same level, different visuals: Guards (left), Thieves (right) <a target="_blank" href="http://cdn2.subvertgames.com/website/blog/OGAT_VisualComparison.jpg">(Fullscreen)</a></div><p><b>Thieves goal</b><br/>
When the match begins the Thieves receive a message specifing what is the object to steal, and they win the match when the stole it and then escape from one of the exit points.
Thieves have only little HP but they have "night vision" goggles, so it's easy to hide in the shadows (or inside a bush) where the guards can't see you.</p>
<p><b>Guards goal</b><br/>
The Guards have to defend the objects in the map for 5 minutes to win the match, but they don't know which object is the real target of the Thieves.
These poor guards doesn't have fancy night vision goggles, all they got is a cheap flashlight but their armor gives them more than double HP than the Thieves.</p>
<p>Did I mentioned, that both teams have guns? Yeah, shooting is always fun but beware of friendly fire :)</p>
<p>Also, the key to win a match is to strategically use the level to your advantage, like switching the room lights on/off or if you're a thief planning to outsmart the Guards patrol routes
trying to pass through windows.</p>
<p><h3>Art and level design</h3>
Artistically we choose to keep all the 3d models fairly lowpoly and use a really simple texturing to maximise the amount of models that a single human being can create in 72 hours.</p>
<div class="postImg"><a target="_blank" href="http://cdn2.subvertgames.com/website/blog/OGAT_3DModels.jpg"><img src="http://cdn2.subvertgames.com/website/blog/OGAT_3DModels.jpg"></a><br/> 3D Models! Lots of small models! <a target="_blank" href="http://cdn2.subvertgames.com/website/blog/OGAT_3DModels.jpg">(Fullscreen)</a></div><p>The same approach was used to create all the 3d models for the environment like walls and floors. All these models were created in a modular fashion (think Lego blocks) so that we can assemble and test a 
map in a few minutes of works inside Unity.</p>
<div class="postImg"><a target="_blank" href="http://cdn2.subvertgames.com/website/blog/OGAT_level.jpg"><img src="http://cdn2.subvertgames.com/website/blog/OGAT_level.jpg"></a><br/> Top view of the map. Unlit (left), lighted (right) <a target="_blank" href="http://cdn2.subvertgames.com/website/blog/OGAT_level.jpg">(Fullscreen)</a></div><p><h3>What went right</h3>
<ul>
	<li>We completed it in 72 hours!</li>
	<li>Spotlights with dynamic shadows in a dark environment are always a win :)</li>
	<li>Unity networking worked great for this kind of game, with player hosted games handling up to 8 players without any serious issues</li>
	<li>We received a lot of good feedback about the game and we had fun playing it with random people online as well as with friends</li>
</ul></p>
<p><h3>What went wrong</h3>
<ul>
	<li>We run out of time before starting to create the animated characters</li>
	<li>We didn't find the time to include different sets of weapons or gadgets</li>
	<li>Player firewalls sometimes prevent people to host games</li>
	<li>Without dedicated and persistent servers isn't easy to find people to play a match.</li>
</ul></p>
<p><h3>The future</h3>
So, is this prototype going to be the starting point for a future full game? Absolutely!</p>
<p>What's missing now?
<ul>
	<li>Characters models, because a shooting capsule isn't really that cool.
	<li>Dedicated 24/7 servers: because it's easier to find a quick match and will have a better network connection than your home broadband (less lag!)
	<li>New maps: because...well, you know...
	<li>More gadgets for both sides: placeable proximity sensor with alarm (guards), stun weapons (thieves), etc...
	<li>Guard bots: because sometimes you have the urge to team-up with your friends in a co-op match and just assault a bank having lots of guards to outsmart or kill. Like to good old days! ;-)
</ul></p>
<p><h3>Try it!</h3>
<center>
	<div style="border: 1px solid #aaa; padding:10px; width: 50%; margin-top:20px; background-color:#ccc">
		<a href="http://www.subvertgames.com/games/ogat" target="_blank">Download "Of Guards And Thieves"!</a>
	</div>
</center></p>
]]></description> 
      </item>

      <item> 
         <title>Gearscape v0.5</title> 
         <link>http://www.subvertgames.com/blog/73</link> 
         <pubDate>Thu, 11 Apr 2013 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/73</guid> 
         <description><![CDATA[<p>Here's a new update about Gearscape!</p>
<p>As always, a big thanks to all the beta testers! Here's some world stats:
<ul>
<li>102 players
<li>71082 levels played
<li>4732 levels completed
<li>66350 total deaths
</ul>
Wow, that's 650 deaths per player! Now that's what I call dedication! :D</p>
<p><b>Changelog</b>
<ul>
<li>Gamepad/keyboard mode (just press "start" on your gamepad)</li>
<li>Better gamepad support on win and mac</li>
<li>Slightly late jump now is allowed when jumping off a ledge</li>
<li>Leaderboards data caching for faster visualisation</li>
<li>14 of 20 Acid levels are now available</li>
</ul></p>
<p><a href="http://cdn2.subvertgames.com/website/blog/gearscape0_5.jpg" target="_blank"></p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/gearscape0_5.jpg"><br/> I loove acid!</div><p></a></p>
<p><h3>Closed beta keys available (and free!)</h3>
Don't forget, if you want to <b>try the game for free</b> and help us refine the levels, just create yourself an 
account in the <a href="http://www.subvertgames.com/community" target="_blank">forums</a> and then send us an email at 
<a href="mailto:beta@subvertgames.com">beta@subvertgames.com</a> including your forum username and we'll send you
how to download the game.</p>
<div align="center"><img src="http://cdn2.subvertgames.com/website/static/separator.png" border="0"></div><p>Thanks all for the support, see you on the <a href="http://www.subvertgames.com/community">forums</a>.</p>
]]></description> 
      </item>

      <item> 
         <title>Gearscape v0.4</title> 
         <link>http://www.subvertgames.com/blog/72</link> 
         <pubDate>Thu, 04 Apr 2013 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/72</guid> 
         <description><![CDATA[<p>Hey everybody, another little update about Gearscape!</p>
<p>This time we targeted the "Dark Chambers" and redesigned many levels after listening to beta tester's feedback: the levels are now easier and should be bug free :)</p>
<p>Then, we also introduced a "ghost player" in the "Training Chambers" to aid newbies to quickly understand the game controls and jump mechanics.</p>
<p><h3>Closed beta keys available (and free!)</h3>
Don't forget, if you want to <b>try the game for free</b> and help us refine the levels, just create yourself an 
account in the <a href="http://www.subvertgames.com/community" target="_blank">forums</a> and then send us an email at 
<a href="mailto:beta@subvertgames.com">beta@subvertgames.com</a> including your forum username and we'll send you
how to download the game.</p>
<p><a href="http://cdn2.subvertgames.com/website/blog/gearscape0_4.jpg" target="_blank"></p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/gearscape0_4.jpg"><br/> Oops, this is going to hurt...</div><p></a></p>
<p><b>Full changelog</b>
<ul>
<li>Added "ghost player" in all the tutorial levels.
<li>redesign of dark chamber levels
<li>Reduced time before starting a jump
<li>Better performance on older computers
<li>Fixed problems in the leaderboards
<li>Better in-game buttons sensitivity
</ul></p>
<div align="center"><img src="http://cdn2.subvertgames.com/website/static/separator.png" border="0"></div><p>Thanks all for the support, see you on the <a href="http://www.subvertgames.com/community">forums</a>.</p>
]]></description> 
      </item>

      <item> 
         <title>Gearscape v0.3</title> 
         <link>http://www.subvertgames.com/blog/71</link> 
         <pubDate>Sat, 23 Mar 2013 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/71</guid> 
         <description><![CDATA[<p>The total number of deaths is: 46112 ... help us reach 100000! :D</p>
<p><h3>Closed beta keys available (and free!)</h3>
Don't forget, if you want to <b>try the game for free</b> and help us refine the levels, just create yourself an 
account in the <a href="http://www.subvertgames.com/community" target="_blank">forums</a> and then send us an email at 
<a href="mailto:beta@subvertgames.com">beta@subvertgames.com</a> including your forum username and we'll send you
how to download the game.</p>
<p><a href="http://cdn2.subvertgames.com/website/blog/gearscape0_3.jpg" target="_blank"></p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/gearscape0_3.jpg"><br/> Our level designer clearly needs a therapist</div><p></a></p>
<p><b>New features</b>
<ul>
<li>Added the world selection menú (still a work in progress)
<li>Red mines explosion
<li>Added time limit to get a A-Grade when completing a level
<li>Added "Auto-restart" in options (wait until you press a button before starting the level timer)
</ul></p>
<p><b>New levels</b>
<ul>
<li>The dark chambers are all available
<li>Acid chambers (1 to 9)
<li>Tutorial and white chamber levels redesign
</ul></p>
<p><b>Bug fixes</b>
<ul>
<li>buttons correctly resets after a level restart
<li>preselect the current resolution in options
<li>increased the pause time before the level start
</ul></p>
<div align="center"><img src="http://cdn2.subvertgames.com/website/static/separator.png" border="0"></div><p>Thanks all for the support, see you on the <a href="http://www.subvertgames.com/community">forums</a>.</p>
]]></description> 
      </item>

      <item> 
         <title>Gearscape v0.2</title> 
         <link>http://www.subvertgames.com/blog/70</link> 
         <pubDate>Wed, 06 Mar 2013 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/70</guid> 
         <description><![CDATA[<p>The closed beta started just one week ago and people are already <strike>hating</strike> loving the game ;-)</p>
<p>First, I need to thank all the beta testers! We received a lot of feedback about the game and this version
already contains many of the suggestions we received as well as lot of bug fixes.</p>
<p>We also learned that Gearscape is an hard game, harder than we thought: so far the beta testers have started the 
levels 28000 times resulting in 26000 deaths...wow :)</p>
<p><h3>Closed beta keys available</h3>
Don't forget, if you want to <b>try the game for free</b> and help us refine the levels, just create yourself an 
account in the <a href="http://www.subvertgames.com/community" target="_blank">forums</a> and then send us an email at 
<a href="mailto:beta@subvertgames.com">beta@subvertgames.com</a> including your forum username and we'll send you
how to download the game.</p>
<p><a href="http://cdn2.subvertgames.com/website/blog/gearscape0_2.jpg" target="_blank"></p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/gearscape0_2.jpg"><br/> New lasers!</div><p></a></p>
<p><b>New features</b>
<ul>
<li>Gamepad DPad support
<li>Capture high resolution screenshot with F1 or F12 key (saved in the desktop)
<li>New electricity effect
<li>Improved laser graphics
<li>The game will check for new version at start
<li>Show play time per level and total in statistics
<li>In-game resolution and fullscreen options
<li>Exit door animation
</ul></p>
<p><b>New levels</b>
<ul>
<li>dark levels 1 to 7 are now available
</ul></p>
<p><b>Bug fixes</b>
<ul>
<li>Locked mouse cursor in window mode
<li>Moving keys after a level restart
<li>Avoid multiple restarts when smashing the R key :D
<li>Always show your time in the leaderboard even if outside the top 15
<li>Set a minimum jump time
<li>Jumping on conveyors adds momentum to player
</ul></p>
<div align="center"><img src="http://cdn2.subvertgames.com/website/static/separator.png" border="0"></div><p>Thanks all for the support, see you on the <a href="http://www.subvertgames.com/community">forums</a>.</p>
]]></description> 
      </item>

      <item> 
         <title>Announcing "Gearscape"</title> 
         <link>http://www.subvertgames.com/blog/69</link> 
         <pubDate>Fri, 22 Feb 2013 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/69</guid> 
         <description><![CDATA[<p>Hey everybody! In the <a href="http://www.subvertgames.com/blog/68">last post</a> I talked about a new game in development...well, it's time to proudly
announce <b>Gearscape!</b></p>
<p><a href="http://cdn2.subvertgames.com/website/blog/Gearscape_closeup.jpg" target="_blank"></p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/Gearscape_closeup.jpg"><br/> Gearscape!</div><p></a></p>
<p><h3>What kind of game is that?!</h3>
Well, the best way I have to describe the game is <b>"Super Meat Boy meets Portal"</b> aka "Reach the chamber exit fast and without dying".</p>
<p>Sounds easy, uh? It is! Except for traps, lasers, lava waterfalls and the ever spinning saws.
Levels are designed to kill you (and they will, often) and you'll find that the only way to reach the exit door is to 
exploit the level itself with a sequence of running, jumping, wall grinding and wall jumps.</p>
<p>If you:
<ul>
	<li>like fast action games</li>
	<li>are not afraid to mercilessly die, die, die before completing a level</li>
	<li>are a masochistic hardcore gamer</li>
	<li>like to battle to reach the best leaderboard positions</li>
	<li>know what a ragequit is</li>
</ul>
then, this game is for you :D</p>
<p>Gearscape will be available on many platforms, including:
<ul>
	<li>Windows, Macintosh and Linux computers (keyboard or gamepad)</li>
	<li>iOS and Android tablets (touch controls)</li>
	<li>OUYA game console (gamepad)</li>
</ul></p>
<p><h3>Closed beta keys available</h3>
Next week we are going to start a closed beta with a few lucky players, if you want to <b>try the game for free</b> and help us refine
the levels, just create yourself an account in the <a href="http://www.subvertgames.com/community" target="_blank">forums</a> and then send us an email
at <a href="mailto:beta@subvertgames.com">beta@subvertgames.com</a> including your forum username and a short description about you.</p>
<p><center>
<table border="0" cellpadding="5" width="515">
<tr>
	<td>
		<a href="http://cdn2.subvertgames.com/website/blog/Gearscape_acid_01.jpg" target="_blank">
			<img width="250" src="http://cdn2.subvertgames.com/website/blog/Gearscape_acid_01.jpg" />
		</a>
	</td>
	<td>
		<a href="http://cdn2.subvertgames.com/website/blog/Gearscape_dark_01.jpg" target="_blank">
			<img width="250" src="http://cdn2.subvertgames.com/website/blog/Gearscape_dark_01.jpg" />
		</a>
	</td>
</tr>
<tr>
	<td>
		<a href="http://cdn2.subvertgames.com/website/blog/Gearscape_white_01.jpg" target="_blank">
			<img width="250" src="http://cdn2.subvertgames.com/website/blog/Gearscape_white_01.jpg" />
		</a>
	</td>
	<td>
		<a href="http://cdn2.subvertgames.com/website/blog/Gearscape_white_02.jpg" target="_blank">
			<img width="250" src="http://cdn2.subvertgames.com/website/blog/Gearscape_white_02.jpg" />
		</a>
	</td>
</tr></p>
<p><tr>
	<td colspan="2"><small><i>Warning: these screenshots are taken from the development version and does not reflect the final quality of the game</i></small></td>
</tr>
</table>
</center></p>
]]></description> 
      </item>

      <item> 
         <title>2013 projects</title> 
         <link>http://www.subvertgames.com/blog/68</link> 
         <pubDate>Fri, 01 Feb 2013 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/68</guid> 
         <description><![CDATA[<p><h3>Leeds</h3>
Another step in my "world conquest" plan: after Italy and Germany, it's the time for UK! I moved in Leeds and after one week
I'm already in love with the city. I really want to thank the strong wind, rain and snow for making one the most awful
 and unpleasant trip of my life. Aside from that, I'm still alive and ready to start working on games again...but what is really happened in
the last months?</p>
<p><h3>What happened to Blackreef?!</h3>
Let's start with Blackreef Pirates: you know, it's my main project and I started it almost 2 years ago and from day one
I worked non stop on it, including most weekends. It's a huge project and too many times I've been close to burnout so I decided to take 
a needed break from it.
That was the right time to explore new ideas and develop some quick game prototypes in a more
relaxed and stress-free way. One of these prototypes quickly emerged as fun and Marco (the main artist of Blackreef Pirates) jumped
too on this new little project.</p>
<p><h3>A new project?</h3>
Today it's been 5 months since the start of this (still unnamed) project and we're really proud to show you a little teaser
screenshot of it.</p>
<p><a href="http://cdn2.subvertgames.com/website/blog/platformer_project.jpg" target="_blank"></p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/platformer_project.jpg"><br/> Unnamed project!</div><p></a></p>
<p>Yes, before you ask, it's a platformer game heavily inspired by Super Meat Boy and Portal with a very arcade feel.
We had a lot of fun building a game that is 100% gameplay and because we already received some feedback from friends
and close collaborators, why not letting you try the game before is completed?</p>
<p><h3>It's closed beta time!</h3>
This new project is not finished yet, but we're looking forward to a closed beta release before the end of February. If you're interested
in taking an active part in this beta testing just create yourself an account in the <a href="http://www.subvertgames.com/community">forum</a> and send us an email
at <a href="mailto:beta@subvertgames.com">beta@subvertgames.com</a> including your forum username and a short description about you.</p>
<p>Note: There are only 100 beta slots available in a "first come, first served" way, so don't wait if you're interested :)</p>
<p><h3>Is it Blackreef Project dead?</h3>
<b>Far from it! :D</b></p>
<p>With this new Unnamed Project nearing completion I started working again on Blackreef code and, I must admit, it's even
better with some new tricks I learned during the development of the side-project.
Working on a different project also helped me realise what is really missing in Blackreef: <b><i>GAMEPLAY</i></b>! We have
all the systems in place, a really good way to explore the world and interact with NPC but we made some serious mistakes: the combat 
system is lacking depth and we need a faster way to create all the art assets and the story.</p>
<p>Oh, it's tea time! I'll keep you posted about our Unnamed and Blackreef projects next week ;-)</p>
]]></description> 
      </item>

      <item> 
         <title>Cuboid Sandbox, 3 months later</title> 
         <link>http://www.subvertgames.com/blog/67</link> 
         <pubDate>Thu, 15 Nov 2012 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/67</guid> 
         <description><![CDATA[<p>Wow, I got overwhelmed with the many things happened that I forgot to even have a blog...let's fix this!</p>
<p>Remember the small, experimental game <a href="http://www.subvertgames.com/blog/65">we made for the Ludum Dare 24</a>?</p>
<p>Soon after the release we experienced a lot of comments and a general increase in website traffic...that's
completely normal and we kind of expected that.</p>
<p>Then suddenly something unexpected happened...we got some coverage from <a href="http://www.rockpapershotgun.com/2012/09/09/live-free-play-hard-the-week-in-free-indie-games-3/">Rock Paper Shotgun!</a>
<div style="border:1px solid #ccc; padding:10px; background-color:#ffc">
	<i>"Cuboid Sandbox is an incredibly attractive little sim about playing God."<br/>
	...<br/>
	"this is an easy game to relax with and indulge certain tyrannic impulses."
	</i>
</div></p>
<p>In a couple of days our little game started to show up in many youtube videos...so many people was liking the game and watching
them playing and commenting was definitely a good learning experience.</p>
<p>...life was good, we started working again on Blackreef Pirates as usual...then the website got slower and slower: what the hell
was happening?</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/CuboidSpike.png"><br/></div><p>At first I thought that all traffic was caused by a bug or some kind of DDOS attack: worried, I started looking throught the
webserver logs and only then I realized that was all legit traffic.</p>
<p>The initial traffic spike was massive: luckily the AppEngine website was able to keep the site up despite handling 
nearly 30 requests per second. The source of all this traffic was a youtube video. <a href="http://www.youtube.com/watch?v=Y_oWtOVGMzc">A SINGLE YOUTUBE VIDEO!?!?</a></p>
<p>I never thought a single video could move so many people...another lesson learned, I think :-)</p>
<p>All this happened 2 months ago and today the website traffic is still experiencing the long-tail effect (between 0.5 and 1 request per second).</p>
<p>It's time to do some math:
<ul>
	<li>1 single game</li>
	<li>3 days of work</li>
	<li>23th position in Ludum Dare Jam</li>
	<li>74000 plays, averaging 6000 plays per week</li>
	<li>140 new forum registrations: Hi everybody!!
</ul></p>
<p>I was already happy about the Ludum Dare experience but now I'm looking forward even more for the next one :-)</p>
<div align="center"><img src="http://cdn2.subvertgames.com/website/static/separator.png" border="0"></div><p>Version 1.1 of Cuboid Sandbox was released today with a lot of bugfixes and speed improvements.
You can download the new version for free in the <a href="http://www.subvertgames.com/games/cuboidsandbox">Cuboid Sandbox page</a></p>
]]></description> 
      </item>

      <item> 
         <title>Gaming on Linux?!</title> 
         <link>http://www.subvertgames.com/blog/66</link> 
         <pubDate>Mon, 17 Sep 2012 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/66</guid> 
         <description><![CDATA[<p>I used to work as a software engineer on Linux platforms for a decade and over the years I almost exclusively used it at home too...except for gaming.
Sure, there were some native games available but I always felt the lack of quality games: a common solution was to try using WINE or some hackish way to get Windows 
games work on Linux but, even if sometimes successful, that was not a very reliable solution. Most of the times in order to play a WINE game you had to change some configuration 
in your system, type some arcane words on the command line and keep your finger crossed.
<i>How am I supposed to play this game with my fingers crossed?!</i></p>
<p>To be honest I don't think Linux is for everybody. Many people doesn't really care about the philosophy behind it and there's nothing wrong with that. I don't think Windows 
or Mac users will change their habits and move to Linux for gaming but a lot of good things are coming if you're already a penguin lover.</p>
<p>Something is changing for the good and there are already stores selling native games for Linux or planning to do it in a near future
 (Steam, Desura, Ubuntu Software Centre and many others) and lots of independent developers are already selling games on their own.</p>
<p><h3>Blackreef penguins?</h3>
No, sadly there's no penguins planned for inclusion in the Blackreef world...but look at this screenshot!</p>
<p><a href="http://commondatastorage.googleapis.com/sgweb/blog/Blackreef_Pirates_Linux.jpg" target="_blank"></p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/Blackreef_Pirates_Linux.jpg"><br/> Blackreef Pirates running on Ubuntu</div><p></a></p>
<p>Yes! Yes! Yes! I've waited for a long time for this...Thanks to the new Linux exporter in Unity 4 (still in beta) now we can officially announce that Blackreef Pirates
it's finally running as a first class citizen on Linux platform! Everything is working as expected, it's fast, stable and even the XBox 360 controller is working out of 
the box.</p>
<p>Ok, ok...enough for today, let's go back to coding :)</p>
]]></description> 
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      <item> 
         <title>Cuboid Sandbox - postmortem</title> 
         <link>http://www.subvertgames.com/blog/65</link> 
         <pubDate>Mon, 10 Sep 2012 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/65</guid> 
         <description><![CDATA[<p><i>I'm back with some (good?) news!</i></p>
<p>This time I'm going to talk about a little experimental game made for the 24th Ludum Dare. The game is called <i>Cuboid Sandbox</i> and the description in the 
<a href="http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=14628">contest page</a> is something like this:</p>
<p><div style="border:1px solid #ccc; padding:10px; background-color:#ffc">
	<i>Half game and half simulation, this sandbox let you discover the beauty and wilderness of the different Cuboid species fighting for food and territory control in 
	a constantly evolving environment.</i>
</div></p>
<p><i>Wait. Whaaat?</i></p>
<p>Well...this 3 days long experiment ended up being more like a simulation than a game. But, what is really a game? When I was a child I always found entertaining to watch ants movements and this game
probably have been influenced by that experience :)</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/CuboidSandbox.jpg"><br/> The three cuboid species</div><div align="center"><img src="http://cdn2.subvertgames.com/website/static/separator.png" border="0"></div><p>So, what happened during the development? Here's a video timelapse (3 development days compressed to 3 minutes) and little postmortem:</p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/HIb4owykn-A?hd=1" frameborder="0" allowfullscreen></iframe>
	</p><p><h3>What went right</h3>
<ul>
	<li>Familiarity with the tools
	<li>No time-consuming graphics and 3d models. Almost everything was made with a combination of cubes and simple texturing
	<li>Everything is procedural, no time wasted on making levels or story
	<li>Side effects are good: the "heatmap" can be used to create abstract paintings :D
	<li>Making a very small warm-up game the days before the competition helped me to focus more on tangible things and less on "under the hood" geeky stuff :)
	<li>The unity integrated profiler rulez: sometimes you have to optimize and it's better if you know what part of the code is really slow. I can't live without it...
	<li>Coroutines! I used extensively coroutines to spread the workload across different frames avoiding cpu load spikes.
	<li>The still-in-beta Linux exporter of Unity4 worked without a single problem.
</ul>
	
<h3>What went wrong</h3>
<ul>
	<li>Too many hours of work. For the next Ludum Dare I'll try making something smaller or reusing code libraries from other projects.
	<li>Unfortunately Marco had some problems and I worked almost solo for the 2nd and 3rd day :(
	<li>We didn't really like the theme and we wasted 8 precious hours deciding what kind of game to do.
	<li>Handling a large numbers of dynamic objects is hard and need time to optimize the code.
	<li>Too many hours wasted tweaking values to balance the simulation.
	<li>Lack of interaction with the simulated world.
</ul>
	
<h3>Conclusion</h3>
This was the first time I entered a similar competition and I learned a lot about the time needed to complete something playable and the disastrous side-effect of 
sleep deprivation.</p>
<p>I really had a good time stepping out of my comfort zone for a while and making something completely different from Blackreef Pirates and I think this little 
experiment will receive some extra work in the future with more emergent behaviours spawning from different cuboid AI rules and more ways to influence the simulation.</p>
<p><center>
	<div style="border: 1px solid #aaa; padding:10px; width: 50%; margin-top:20px; background-color:#ccc">
		<a href="http://www.subvertgames.com/games/cuboidsandbox/play" target="_blank">Play <i>Cuboid Sandbox</i> in your browser</a>
	</div>
</center></p>
]]></description> 
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      <item> 
         <title>Update #63 - Quick update and Ludum Dare</title> 
         <link>http://www.subvertgames.com/blog/64</link> 
         <pubDate>Sat, 18 Aug 2012 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/64</guid> 
         <description><![CDATA[<p><i>Small update this time, we're officially on vacation because it's too hot to work ;-)</i></p>
<p><h3>Blackreef</h3>
Things are progressing nicely, the arena minigame only needs refinements in the UI part and we're almost finished 
a gigantic work about indoor furniture and decorations (nearly a hundred of new models!)</p>
<p>An unwritten rule says we can't publish a blog post without an image, so here's a unrelated shot from the herborist house:</p>
<p><a href="http://commondatastorage.googleapis.com/sgweb/blog/Herborist_full.jpg" target="_blank"></p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/Herborist_500.jpg"><br/> Spoiler: she really love plants and flowers!</div><p></a></p>
<p><h3>Ludum Dare 24</h3>
We're going to take some days off to relax and drink rum (yes, the Ballmer peak exists!!) until August 24th, then it will be the time for our first <a href="http://www.ludumdare.com/">Ludum Dare</a>!
The rules from the Ludum dare "Jam" are easy: we will have 72 hours to create and submit a playable new game and the theme of the game will be announced as soon as the competition
starts.</p>
<p><center><img src="http://www.ludumdare.com/hub/hub-header.png" width="500"></center></p>
<p>It's going to be an excellent excuse to create our first complete game and learn something new in the process. We will reuse all the tools we already know (like Unity, Blender, Modo) and if time
permits I would love to make some music again like in the old times (with Ardour and <a href="http://hydrogen-music.org">Hydrogen drum machine</a>).</p>
<p>In the next days we will also setup a new page which will host all the real-time updates about our Ludum Dare game. Stay tuned, it's going to be fun :)</p>
]]></description> 
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      <item> 
         <title>Update #62 - Dialogues, objects and guns</title> 
         <link>http://www.subvertgames.com/blog/63</link> 
         <pubDate>Tue, 07 Aug 2012 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/63</guid> 
         <description><![CDATA[<p><h3>Dialogue system changes</h3>
We changed our minds about how the dialogues will look and we dropped the "cinematic" cameras replacing them with a the same camera used for the rest of the game.
You can now move your camera even during a dialogue and overall it just feels more natural.</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/dialogues_2012.jpg"><br/> Interesting, ahem...dialogues</div><p><h3>Object interaction</h3>
A large part of the game will involve interactions with objects. We implemented two types of interaction:
<ul>
	<li>the <b>"inspect"</b> action will be available for all interactive objects and will be used to give the player some details about the object and hints
 about a possibile usage.</li></p>
<p><li>the <b>"use"</b> action will give the player the ability to use the object in one or more meaningful ways. Technically we're reusing the dialogue system 
but without the object "answers": this way even the objects can activate quests or change the progress of the game.</li>
</ul></p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/ObjectInteraction500.jpg"><br/> Object inspect action</div><p><h3>Gun use in combat</h3>
This is a minor feature but it really helps during combat: you can now grab and use your shotgun even when holding the sword.</p>
<p>Yarrr! No more time loss spent switching weapons :)</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/gunshot_sword.jpg"><br/> A yellow hat?! Diieeeeeeee!!!</div><p><h3>Other changes</h3>
<ul>
	<li>Trees and vegetation now moves with the wind</li>
	<li>Container panel is now working: it's now possible to move items from the container to the inventory (and vice-versa)</li>
	<li>Better particle effects for gun shots</li>
</ul></p>
]]></description> 
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      <item> 
         <title>Update #61 - The fort city video preview</title> 
         <link>http://www.subvertgames.com/blog/62</link> 
         <pubDate>Mon, 16 Jul 2012 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/62</guid> 
         <description><![CDATA[<p><i>A new video! A new video!</i></p>
<p>This is a work in progress preview of the fort city you will explore in the first part of the demo featuring some of the new systems we <a href="http://www.subvertgames.com/blog/61">talked about earlier</a>.</p>
<p>Enjoy :)</p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/fPkUslYr0bk?hd=1" frameborder="0" allowfullscreen></iframe>
	</p><p><center><iframe src="http://www.youtube.com/subscribe_widget?p=SubvertGames" style="margin-top: 10px; border: none; overflow: hidden; height: 105px;" scrolling="no" frameborder="0"></iframe></center></p>
]]></description> 
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      <item> 
         <title>Update #60 - Unity3d custom tools</title> 
         <link>http://www.subvertgames.com/blog/61</link> 
         <pubDate>Thu, 28 Jun 2012 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/61</guid> 
         <description><![CDATA[<p><i>
Warning: This is a pretty long technical post and a sort of love-letter to my game engine of choice.
If you're not interested in game development technology or if you're trying to exit from the <a href="http://en.wikipedia.org/wiki/Not_invented_here">"NIH syndrome"</a> tunnel please feel free to skip this entire post - The Captain 
</i></p>
<p><h3>Unity 4</h3>
<a href="http://unity3d.com/?unity4">Unity version 4 was announced</a> a few days ago and there are some features I'm really
eager to use for Blackreef Pirates like "Mecanim" and the Linux export. The first is a great tool for creating better character
 animations and the latter is something the Linux gaming community was waiting for a long time (including me). This also means that the
 game will be available also on Linux from day one. Isn't great?!</p>
<p><h3>Custom development tools</h3>
Talking about Unity, sometimes people ask me why I'm using it instead of other game engines...well, to me the greatest feature of Unity
is the ability to create tools inside the editor itself, expanding or adapting the editor workflow to match our needs.</p>
<p>Here's a list of custom tool I wrote to speed up the development of Blackreef Pirates:</p>
<p><table width="100%">
	<tr><td style="border-bottom: 1px solid #ccc" colspan="2"><b>Node-based dialogue tool</b></td></tr>
	<tr valign="top">
		<td>
			This is the tool we're using to write all the dialogues and related actions (like starting or completing a quest, exchanging items, etc..).
			<br><br>
			Being a graphical editor, it's very easy to see where the phrases and player choices will lead allowing us to create believable characters
			or even entire "puzzles" inside the dialogues.
		</td>
		<td></p>
<img src="http://cdn2.subvertgames.com/website/blog/DialogueEditor20120628.jpg" width="300" height="200"http://www.subvertgames.com/><p></td>
	</tr>
</table></p>
<p><table width="100%">
	<tr><td style="border-bottom: 1px solid #ccc" colspan="2"><b>Game database</b></td></tr>
	<tr valign="top">
		<td>
			This is the central point where everything (actors, classes, abilities, item types, altered statuses, variables, world map points and quests) is stored.
			<br><br>
			Again, having this database built inside Unity is a big time saver: we can add or modify values while the game is running.
		</td>
		<td></p>
<img src="http://cdn2.subvertgames.com/website/blog/GameDB20120628.jpg" width="300" height="200"http://www.subvertgames.com/><p></td>
	</tr>
</table></p>
<p><table width="100%">
	<tr><td style="border-bottom: 1px solid #ccc" colspan="2"><b>Mesh painter</b></td></tr>
	<tr valign="top">
		<td>
			Unity has a similar tool but unfortunately it can only be used on standard terrains.<br><br>
			Our approach instead allows us to paint (per texel) on arbitrary meshes, including terrains, caves or anything else :)
		</td>
		<td></p>
<img src="http://cdn2.subvertgames.com/website/blog/MeshPaint20120628.jpg" width="300" height="200"http://www.subvertgames.com/><p></td>
	</tr>
</table></p>
<p><table width="100%">
	<tr><td style="border-bottom: 1px solid #ccc" colspan="2"><b>Custom "Asset Server"</b></td></tr>
	<tr valign="top">
		<td>
			Using a generic version control system (like SVN, GIT, Mercurial, etc..) has always been a problem for us when dealing
			with Unity projects. Try using very big files, or try to moving/renaming an asset inside the unity editor and you'll agree with me 
			that using a generic VCS is not the best choice if you want to avoid headaches.
			<br><br>
			
			Clearly inspired by the Unity Asset Server, it's a very artist friendly tool we use to sync (and backup) the project.
			The client is directly integrated in the editor and designed keeping in mind how Unity works: it's based on
			the concept of "Unity asset" and not on the concept of "generic file" (all the .meta files handling is hidden from the user).
			<br><br>
			
			Sure, it's very minimal and it's lacking branches or more exotic features, but in our case it just works :)
		</td>
		<td></p>
<img src="http://cdn2.subvertgames.com/website/blog/UnityVCS20120628.jpg" width="300" height="200"http://www.subvertgames.com/><p></td>
	</tr>
</table></p>
<p><table width="100%">
	<tr><td style="border-bottom: 1px solid #ccc" colspan="2"><b>...and more little tools...</b></td></tr>
	<tr valign="top">
		<td>
			There are many other little tools including:
			<ul>
				<li>Texture processor (for creating PC/iPad textures with different gamma)
				<li>Automatic minimap and ambientmap textures creator
				<li>Patrol points editor (for NPC)
				<li>Conditional NPC spawner editor
			</ul>
		</td>
	</tr>
</table></p>
<div align="center"><img src="http://cdn2.subvertgames.com/website/static/separator.png" border="0"></div><p>Good, you're still awake! Next time I'll show you what we created using all these tools :)</p>
]]></description> 
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      <item> 
         <title>Blackreef Pirates - Update #59</title> 
         <link>http://www.subvertgames.com/blog/60</link> 
         <pubDate>Tue, 12 Jun 2012 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/60</guid> 
         <description><![CDATA[<p><h3>Big plans for Blackreef Pirates!</h3></p>
<p><b>Community forum</b><br/>
We're receiving a lot of comments and suggestions about the game every day. This is really great and, even if we're constantly in crunch-mode, it's keeping us on track and helping us in shaping a better game. Today we're opening the <a href="http://www.subvertgames.com/community">community forum</a> as the best place where to discuss about the gameplay, the story and to easily stay in touch with the developers and everyone interested in the game.</p>
<p><b>Game demo</b><br/>
The last public alpha build was released in September, almost one year ago... From time to time I enjoy playing it again to have a feel of the game progress and I must admit it looks and feels like a different game today: every single game system (player movement, combat, interaction with the world, inventory, dialogues, etc..) and the graphics have been reworked for the better.</p>
<p>The next alpha build will be the "game demo": it will feature all the gameplay systems, the first part of the story and will be available for both Mac and Windows PC (the webplayer build will probably be dropped due to a larger file size).</p>
<p>So what's keeping us from releasing it? There're still many little things to do but we'll soon be in need of early testers: if you're interested in keeping track of the demo status there's a <a href="http://www.subvertgames.com/community/t/34031">forum topic</a> for it (I'm going to update it everytime a task is closed).</p>
]]></description> 
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      <item> 
         <title>Blackreef Pirates - Update #58</title> 
         <link>http://www.subvertgames.com/blog/59</link> 
         <pubDate>Sat, 26 May 2012 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/59</guid> 
         <description><![CDATA[<p><i>I got my first white hair. Maybe it's the stress or I am just getting older, however...what's happened this week at Subvert Games?</i></p>
<p><h3>New website</h3>
As you can probably see we're giving the site a complete restyle. If everything goes right the next week we'll have something new to show you...stay tuned :)</p>
<p><h3>Eve is back!</h3>
Remember Eve? She made a little appearance in <a href="http://www.subvertgames.com/blog/12">week 9</a> and then suddenly disappeared. After a long time Eve (our base woman character model) is back!</p>
<p>Male and female characters have slightly different proportions but in our game are actually sharing the same (albeit scaled) skeleton.
That's because I can't waste all the time needed to do again all the animations, and no...motion retargeting isn't that good either.</p>
<p>Modeling and rigging was a bit harder this time but I'm quite happy about the woman body and facial animations.</p>
<p>It's still a work in progress, but here's a little preview.</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/faces500.jpg"><br/> Why you so serious!?</div><p>Have you any critiques or suggestions about improving the character's face?</p>
]]></description> 
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      <item> 
         <title>Blackreef Pirates - Update #57</title> 
         <link>http://www.subvertgames.com/blog/58</link> 
         <pubDate>Wed, 16 May 2012 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/58</guid> 
         <description><![CDATA[<p>Here's another bi-weekly update! Arrrr, I must return to 1-week updates from now on but this time I had a really good cause for being late: we just ended a one-week experiment of cohabitation and all-day work.</p>
<p>We're exhausted...but really happy about the results: there are many improvements in the combat gameplay, we have a good sketch of the main plot of the story and optimized the way we work and create assets for the game.</p>
<p>The first visible result is a new kind of enemy, a spider!</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/spiders.jpg"><br/> </div><p>What is so exciting about a spider, uh? Well, first is a gigantic spider and it will give you a warm welcome in places like mines or dungeons. Second, it has 8 legs and a very different bone structure from a human: this caused me a lot of headaches but in the end everything is working again and now you can fight with this new bitey friend.</p>
<p>What do you think is a good combat ability for a spider? Venom bites? Venom spit? 8-legged hug of death? What else?</p>
]]></description> 
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      <item> 
         <title>Blackreef Pirates - Update #56</title> 
         <link>http://www.subvertgames.com/blog/57</link> 
         <pubDate>Thu, 03 May 2012 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/57</guid> 
         <description><![CDATA[<p>Ahoy mateys, this week we're working on a <i>world map</i> menu in order to travel quickly between distant locations and
we started prototyping a new little but wealthy city.
It's still in an early stage but soon we'll start populating with NPC's, lots of stores and...our first quest giver :)</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/ext2_01.jpg"><br/> </div><div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/ext2_02.jpg"><br/> </div><p>Just a little side note: we recently surpassed 100000 views on <a href="http://www.youtube.com/user/SubvertGames">our youtube channel</a> and 1000 followers on <a href="http://twitter.com/cominu">twitter</a>, thank you guys!</p>
]]></description> 
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      <item> 
         <title>Blackreef Pirates - Update #55</title> 
         <link>http://www.subvertgames.com/blog/56</link> 
         <pubDate>Wed, 25 Apr 2012 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/56</guid> 
         <description><![CDATA[<p><a href="http://www.subvertgames.com/blog/55">In the last update</a> a lot of people really asked for a first person camera support in this game...sorry, even if
it looks great in the video isn't going to happen. But, who knows...maybe in the future we can talk more about a new
"skyrimesque" single player game.</p>
<p>Back to the real world, we work hard to restructure all the internal game database. The new database now handles with ease
all the items, abilities, classes, actors, quests and everything story-related.
That wasn't an easy change, but it will greatly help us to create all the game data in an easier way than before.</p>
<p>Another great feature is the use of proper "cooldowns" for combat abilities. In a previous post I was completely wrong about the
use of the so-called "warmup time": it's still present for some kind of abilities (like a magic spell requiring 3 second to cast) but
it's more fun and immediate to only have cooldown (and a stamina cost) for abilities.</p>
<p>The twist is that we choose to display the ability recharge progress in a combined way using the cooldown time <b>and</b> the required stamina
needed to use that ability. This way you will always be able to see when an ability can or cannot be used.</p>
<p><b>Full changelog</b>
<ul>
	<li>Desaturated image when in pause</li>
	<li>Cooldowns for combat abilities</li>
	<li>Ability information tooltip</li>
	<li>Sound fx when pausing/unpausing</li>
	<li>Sound fx when clicking on action bar</li>
	<li>Improved third person camera collisions with the world</li>
	<li>Combat error messages (ability is not ready yet, etc...)</li>
	<li>In-editor database for classes, actors, items, abilities, etc...</li>
</ul></p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/-ULPFnORA64?hd=1" frameborder="0" allowfullscreen></iframe>
	</p><p><center><iframe src="http://www.youtube.com/subscribe_widget?p=SubvertGames" style="margin-top: 10px; border: none; overflow: hidden; height: 105px;" scrolling="no" frameborder="0"></iframe></center></p>
]]></description> 
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      <item> 
         <title>Blackreef Pirates - Multiplayer pirate FPS?</title> 
         <link>http://www.subvertgames.com/blog/55</link> 
         <pubDate>Sun, 01 Apr 2012 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/55</guid> 
         <description><![CDATA[<p>After long internal struggles, our team happily announces the <b>new</b> Blackreef Pirates game!
Role playing games are long dead (and boooring!), so we removed all that stupid and slow abilities and moved
to a real action game in first person. All we need is more blood, gore and lens flares!</p>
<p>Enough talk, take a look at the video and be ready to be amazed!</p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/BEBYkWD6p9M?hd=1" frameborder="0" allowfullscreen></iframe>
	</p><p><center><iframe src="http://www.youtube.com/subscribe_widget?p=SubvertGames" style="margin-top: 10px; border: none; overflow: hidden; height: 105px;" scrolling="no" frameborder="0"></iframe></center></p>
<p>For more information about the new multiplayer game click <a href="http://en.wikipedia.org/wiki/April_Fools'_Day">here</a></p>
]]></description> 
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      <item> 
         <title>Blackreef Pirates - update #54</title> 
         <link>http://www.subvertgames.com/blog/54</link> 
         <pubDate>Tue, 27 Mar 2012 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/54</guid> 
         <description><![CDATA[<p>Hey everybody, we're back with a new gameplay video!
This update is mostly focused on the combat system, here's some details...</p>
<p><h3>Party members Combat AI</h3>
This is a feature some people love and some people hate in RPG, so you can choose to completely disable the AI anytime and
micro-manage every action of your party. Otherwise you can choose to activate the AI and concentrate more on you main character actions
and giving explicit orders now and then to your party members.</p>
<p>Right now there are three AI behaviours:</p>
<p><b>Default</b><br>
The character will support the leader using melee or ranged attacks depending on enemy distance and preference.
If attacked, he will fight back.</p>
<p><b>Aggressive</b><br>
The character will attack any visible enemy regardless of leader actions.</p>
<p><b>Defensive</b><br>
The character will try to stay out of combat and far from enemies. If attacked, he won't fight back.</p>
<p>Note: the party leader (the character you are in control) will always be without AI</p>
<p><h3>Floating target info</h3>
The target info is now "floating" above target head. Hopefully this will help players to understand who is
the combat target, especially when switching the party leader.</p>
<p><h3>Combat lines</h3>
These are visual feedbacks used when an enemy is going to attack you (red line). There are also blue lines
used to show the attack targets of your party members.</p>
<p><h3>Game menu buttons on top</h3>
All the game menu buttons are now always visible in the upper part of your screen for quicker access. On the iPad,
due to smaller screen, these buttons will be visible only when the game is paused.</p>
<p><h3>Footsteps dust</h3>
Nothing exciting here but this is the groundwork for future effects like different sounds based on terrain material,
water splashes, etc...</p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/cZWrfg07HB0?hd=1" frameborder="0" allowfullscreen></iframe>
	</p><p><center><iframe src="http://www.youtube.com/subscribe_widget?p=SubvertGames" style="margin-top: 10px; border: none; overflow: hidden; height: 100px;" scrolling="no" frameborder="0"></iframe></center></p>
]]></description> 
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      <item> 
         <title>Blackreef Pirates - update #53</title> 
         <link>http://www.subvertgames.com/blog/53</link> 
         <pubDate>Tue, 13 Mar 2012 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/53</guid> 
         <description><![CDATA[<p>After some weeks off to relax (aka working on some side projects) we're back full-time to the development of Blackreef Pirates!</p>
<p>Changes from last update
<ul>
	<li>Moving to unity 3.5
	<li>Dropping our custom pathfind solution in favor of unity3d built-in navigation mesh system
	<li>Lots of internal editor tools to speed up the development
</ul></p>
<p>We've also done some lighting test for indoor areas, with candles, torches, etc...what do you think?</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/indoor_01.jpg"><br/> Lighting and decal tests</div><div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/indoor_03.jpg"><br/> Candle lights FTW!</div><div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/indoor_04.jpg"><br/> Torches, everyone loves them! Right?</div>]]></description> 
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         <title>Week 52 - A year in review</title> 
         <link>http://www.subvertgames.com/blog/52</link> 
         <pubDate>Wed, 08 Feb 2012 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/52</guid> 
         <description><![CDATA[<p><i>Oh <strike>shit!</strike> 52 weeks of development have passed. I don't see any released game, do you?</i></p>
<p>Before starting a new year here's a review of what went right, of what went wrong and our future plan on Blackreef Pirates.</p>
<p><h3 style="border-bottom: 1px solid #ccc; margin-top:25px">What went right</h3>
<b>1. Using Unity</b><br>
Let's start with something easy: using Unity was the best choice I had during this year.
Sure, it has some weaknesses but in the end the benefits of not having to worry about porting
the game across different platforms and dealing with performance make them fully acceptable. I'm
easily distracted by all the tech things around, so having something that "just works" is great.</p>
<p><b>2. Having a fixed schedule and focus</b><br>
I'm a <i>"professional procrastinator"</i>.
To me was really hard to find the focus needed to blog every week (with video) but having
this fixed schedule really did wonders: it pushed me to find something to show off every time and in turn
this focused me more on the real game, instead of working on secondary features.</p>
<p><b>3. Working from home</b><br>
After a decade of office work is great to work from home. I always had weird work hours (I work best at night)
and I finally can choose when to start my work day.
Also, having no real budget, working from home is great to reduce many expenses.</p>
<p><b>4. Remote collaboration</b><br>
I started the year working as a "one man band" but in August I started a collaboration with a talented
3d modeler. I was very worried about the lack of a common place to work together, but in the end
that wasn't really necessary.
We can meet each other now and then (it's only 1 hour far by car) but we work remotely
everytime: all we need is a combination of skype, dropbox and a shared online whiteboard. We work on
different part of the game so it's easy to integrate everything without conflicts.</p>
<p><b>5. Good and clean project standards</b><br>
Isn't hard to create things in a complicated and convoluted way and while this isn't really an issue
for many developers we're trying instead to keep things simple and easy: you won't find textures, scripts,
3d models or materials scattered all over the project directory.
Each texture is stored in the same uncompressed format and double sized (the minimum is 4096x4096)
in order to be ready to release a HD version when the future HW permits.</p>
<p>If everything goes in the right direction, this codebase could be the starting point of our future
games, so I'm happy to get this right from the start.</p>
<p><b>6. Win, Mac and iOS with only one project</b><br>
We're doing all the ports at the same time and we developed some tools to help us reduce or adapt the
game resources to fit different screen sizes, OS and control scheme. This is good because we will ready
to release on all platforms at once and you won't find poor third party adaptations with changes in the gameplay
because one of the platform have a "touch" interface instead of the classic mouse&keyboard or gamepad.</p>
<p><h3 style="border-bottom: 1px solid #ccc; margin-top:25px">What went wrong</h3></p>
<p><b>1. Lack of content</b><br>
I really underestimate the time needed to produce good content. Even if many part of the gameplay are
ready or near to be completed we're still missing big parts of story, graphic and audio content.</p>
<p>I have to admit, it's all my fault: I have a strong technical background and usually I can do
pretty accurate schedules about the coding part but what I learned is that in the end the tech is the easy part, the hard part is creating content and putting
everything together.
Also, the real graphic work started 7 months late: I was slow to understand I wasn't able to do
all the 3D work. Luckily, Marco joined the team in August and since then the game graphics improved heavily :)</p>
<p><b>2. Using Unity</b><br>
Yes, this was also in the <i>"What went right"</i> section: our game needed
something extra (the GUI system, pathfind) and something different (character ambient shading).
Happily I was able to "bend" Unity and extend the editor in the wanted direction. The downside is that
I spent too much time on these customizations and I lost 8 weeks of development I could have used differently.</p>
<p><b>3. Stress</b><br>
Working 10 hours everyday (even on weekend) is hard: I'm now completely out of shape and I gained
something like 8kg in one year: this have to be fixed ASAP!
With stress also came some serious mood swings ranging from depression to happyness (even in the same day),
too many times I thought the best thing to do was to quit and go back my previous life. Luckily my wife
was capable to keep my mental sanity to an acceptable level, thanks again Micaela!</p>
<p><b>4. Early playable alpha</b><br>
My promise was to have a new playable alpha out every month but since September I didn't find
the time to prepare a new one. Sure, it helped me to iron out some bugs early but probably was too soon to
have it publicly playable: the core gameplay wasn't clearly defined and a lot of people didn't fully
understand what "alpha version" really means, that's why I removed it today.</p>
<p>I still plan to let you try the alpha in the near future though, in a way or another.</p>
<p><h3 style="border-bottom: 1px solid #ccc; margin-top:25px">So, was it worth it?</h3></p>
<p>Yes, absolutely! Everything happened this year, good and bad, has been an invaluable learning experience. I have now a
better understanding of my weaknesses and what really means being a game dev.</p>
<p>My original plan was to complete the game in only one year, alone.
I was wrong about the time needed and the ability to do it alone but in the end
I think it's completely acceptable.</p>
<p><h3 style="border-bottom: 1px solid #ccc; margin-top:25px">The future</h3>
The one-year journey is now over, and this closes one of the most exciting and challenging period of my life. So, what now?</p>
<p>First, we're going to enjoy some days off to prevent us from mental and physical exhaustion :D</p>
<p>Then, the development of Blackreef Pirates will continue and according to what we learned we're only halfway
to completion. We could stop the development as announced and publish the current game as it is, but we
think that if we keep working a little we're going to have a really great game.</p>
<p>In the coming months we are going to keep you posted weekly about the development of the game and
about the launch of the dedicated website <a href="http://www.blackreefpirates.com">www.blackreefpirates.com</a>
that is going to be a better place to host our little but growing community and collect all the news and media.</p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/RleB8LSnr9Q?hd=1" frameborder="0" allowfullscreen></iframe>
	</p><p><div style="background-color:#ddb; padding:10px"></p>
<p><h3 style="margin-top:0px; margin-bottom:5px">Numbers</h3>
	<ul>
	<li>Number of full-time developers: 2
	<li>Budget: 0
	<li>Lines of Code: 22k
	<li>Website total visits: 18k
	<li>Public alpha total players: 8.5k
	<li>Youtube total views: 70k (350 subscribers)
	</ul></p>
<p><h3>Expenses</h3>
	<ul>
		<li>Unity pro + Unity iOS pro (2500€)
		<li>Mac mini 2011 (900€)
		<li>iPad 2 (500€)
		<li>Various HW: monitor, mouse, external HD for backup, wacom tablet (500€)
		<li>Sony vegas (80€)
		<li>VPS Hosting (20€/month)
		<li>AppEngine (8€/month)
	</ul></p>
<p><h3>SW used</h3>
	<ul>
		<li>Unity
		<li>MonoDevelop
		<li>Blender
		<li>Mercurial
		<li>Gimp
		<li>Audacity
		<li>Skype
		<li>Dropbox
		<li>GlyphDesigner
		<li>Filezilla
	</ul>
</div></p>
]]></description> 
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         <title>Week 50 - Parry, dodge and pain animations</title> 
         <link>http://www.subvertgames.com/blog/50</link> 
         <pubDate>Mon, 23 Jan 2012 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/50</guid> 
         <description><![CDATA[<p>Here's the latest update from our hidden pirate cove in video form, enjoy!</p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/D-Q0qUXbJqM?hd=1" frameborder="0" allowfullscreen></iframe>
	</p><p><h3>Changes from last week</h3>
<ul>
	<li>New swords: real steel, no more wood!</li>
	<li>Parry (miss) and evade animations: more dynamic melee combat</li>
	<li>Initial support for hit, miss, evade based on character stats</li>
	<li>Particle systems: used for sword "sparkles" together with the parry animation</li>
	<li>New target selection style (red circle on floor): less cluttered screen</li>
</ul></p>
<p><center><iframe src="http://www.youtube.com/subscribe_widget?p=SubvertGames" style="margin-top: 10px; border: none; overflow: hidden; height: 100px;" scrolling="no" frameborder="0"></iframe></center></p>
]]></description> 
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         <title>Week 49 - Enemy AI and first arena</title> 
         <link>http://www.subvertgames.com/blog/49</link> 
         <pubDate>Thu, 19 Jan 2012 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/49</guid> 
         <description><![CDATA[<p>This is week I'm going to show you the updated enemy AI and the first arena of the game.</p>
<p><h3>Enemy AI</h3>
The first step for a great enemy AI is to give them some senses. At the moment the enemies cannot
use the pathfind system to find the player position but instead they're relying only on sight and hearing.</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/surrounded_500.jpg"><br/> Parley!?</div><p>Sight is pretty easy and straightforward to implement (remember <a href="http://www.subvertgames.com/blog/18">Week 15</a>?) and the only
thing I added this week is different "Field of view" when patrolling and when in combat.</p>
<p>This "line-of-sight" technique works fine, but...it was too easy to sneak behind an enemy unnoticed, so I
added a hearing sense.</p>
<p>Each footstep or combat sound now emits a "sound stimulus" directed (with a maximum range) to every NPC in the game. This is useful to
alert nearby NPC about a fight or something suspicios.</p>
<p>These "sounds stimuli" are also using the pathfind system to reach the NPCs: this way when you make some noise inside a room the NPC can hear it coming (apparently) from the door.</p>
<p>All this things makes me eager to add a "sneak" ability to the player...but I must resist 'cause there's no time for it now :(</p>
<p><h3>The first arena</h3>
In order to achieve the "one year milestone with a game" we decided to strip down all the features that are not the core of the game.</p>
<p>The game that will be playable in late february is going to be focused entirely on combat and party/inventory management. This is a huge part and
need to be perfectly balanced and tested before adding all the rest (story, exploration, quests, etc...).</p>
<p>In short: we're giving you a smaller but tasty cake istead of a bigger but half baked one. And yes, we will add the frosting later!</p>
<p>There will be many combat arenas and various challenges to complete. We almost completed the first arena: is pretty small and is perfect for a 1vs1 or 2vs2 introductory fights.</p>
<div align="center"><img src="http://cdn2.subvertgames.com/website/static/separator.png" border="0"></div><p>Ok...ok, enough talk, here's the weekly video showing some new gameplay <strike>bugs</strike> features.</p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/VxhgTiycAVY?hd=1" frameborder="0" allowfullscreen></iframe>
	</p><p><center><iframe src="http://www.youtube.com/subscribe_widget?p=SubvertGames" style="margin-top: 10px; border: none; overflow: hidden; height: 100px;" scrolling="no" frameborder="0"></iframe></center></p>
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         <title>Week 48 - Action bar and combat updates</title> 
         <link>http://www.subvertgames.com/blog/48</link> 
         <pubDate>Mon, 09 Jan 2012 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/48</guid> 
         <description><![CDATA[<p><b>Diary of Capt'n Cominu - Week 48 of 52</b><br>
<i>
Week 48...that means we only have 4 weeks left to create this little game. I'm really starting to feel the pressure now,
and I've been in "crunch mode" for almost one year now: I'm tired as hell and going crazy.</p>
<p>Am I going to survive this? Oh, here's my bottle of rum!
</i></p>
<div align="center"><img src="http://cdn2.subvertgames.com/website/static/separator.png" border="0"></div><p>Hey everybody, we're back with some new video goodness! This time you can see some great progress on the action bar and the combat system.</p>
<p><h3>Action bar and "warmup" time</h3>
Another big chunk of code was completed this week: <i>the warmup time indicator in the action bar!</i></p>
<p>Wait...what? You will probably know the meaning of a action "cooldown" time often used in RPG...well, we're heading to a opposite approach: the <i>warmup</i> time.
In short, you can use any action you want (if the character have enough stamina) but you need to wait a little before is really executed.</p>
<p>Oh, don't worry, this wait is very short, from 1 (generic attack) to 3 seconds (for bigger and powerful attacks).</p>
<p><h3>New combat animations</h3>
From a graphic point of view now each action can have multiple animations: this means a single attack action will never use the same animation all over again.</p>
<p>Here's a short video with all the cool things...I'm going back to my rum</p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/QfREuzXU7CI?hd=1" frameborder="0" allowfullscreen></iframe>
	</p><p><center><iframe src="http://www.youtube.com/subscribe_widget?p=SubvertGames" style="margin-top: 10px; border: none; overflow: hidden; height: 100px;" scrolling="no" frameborder="0"></iframe></center></p>
]]></description> 
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         <title>Week 47 - Combat, animations and savegames</title> 
         <link>http://www.subvertgames.com/blog/47</link> 
         <pubDate>Mon, 02 Jan 2012 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/47</guid> 
         <description><![CDATA[<p>Happy new year! We took some time to recharge our batteries and we're back stronger than ever, so here's the 47th week update!</p>
<p><h3>Combat actions</h3>
I spent a lot of time thinking and working on the action and abilities bar.</p>
<p>The biggest change is the introduction of the stamina bar: there will be no "cooldown" time for attack actions. Every action use a
bit of stamina, so you can use powerful attacks until the character's stamina run out, then you have to wait for the stamina bar
to recharge before to be able to use more powerful attacks.</p>
<p><h3>Savegames</h3>
You have 3 character profiles with auto-save now. Once you choose the profile to use there's no need to save manually the game.</p>
<p>Did I mentioned all the savegames will be backed up automatically on the cloud? Yes, you will be able to use the same character
profile on the ipad, web or the stand alone desktop version.</p>
<p><h3>Weapon types and combat animations</h3>
All weapons are now categorized into:
<ul>
	<li>sword
	<li>mace
	<li>axe
	<li>gun
</ul></p>
<p>Instead of using always the same animation for all weapon types I choose to create several animations related to each type.
We have now 5 new animations for sword attacks (4 generic and 1 special attack).</p>
<p><center>
<a href="http://media.indiedb.com/images/games/1/16/15535/sword_attacks.jpg" title="New sword attacks - Indie DB" target="_blank"><img src="http://media.indiedb.com/cache/images/games/1/16/15535/thumb_620x2000/sword_attacks.jpg" alt="New sword attacks" width="500" /></a>
</center></p>
<p><h3>Character stats</h3>
Each character now can have its own strength, constitution, dexterity and attack speed (melee/ranged).</p>
<p><h3>Updates from user feedback</h3>
<ul>
	<li>Double click on enemy will trigger the default attack action</li>
	<li>The animations are now faster</li>
</ul></p>
<p><h3>New weapons</h3>
Here's some new weapons:</p>
<p><a href="http://www.indiedb.com/games/blackreef-pirates/images/hammer" title="Hammer! - Indie DB" target="_blank"><img src="http://media.indiedb.com/cache/images/games/1/16/15535/thumb_300x150/Hammer_01.jpg" alt="Hammer!" /></a>
<a href="http://www.indiedb.com/games/blackreef-pirates/images/everything-is-a-weapon-right" title="Everything is a weapon, right? - Indie DB" target="_blank"><img src="http://media.indiedb.com/cache/images/games/1/16/15535/thumb_300x150/Club_01.jpg" alt="Everything is a weapon, right?" /></a>
<a href="http://www.indiedb.com/games/blackreef-pirates/images/everything-is-a-weapon-right-part-2" title="Everything is a weapon, right? (Part 2) - Indie DB" target="_blank"><img src="http://media.indiedb.com/cache/images/games/1/16/15535/thumb_300x150/Club_03.jpg" alt="Everything is a weapon, right? (Part 2)" /></a>
<a href="http://www.indiedb.com/games/blackreef-pirates/images/everything-is-a-weapon-right-part-3" title="Everything is a weapon, right? (Part 3) - Indie DB" target="_blank"><img src="http://media.indiedb.com/cache/images/games/1/16/15535/thumb_300x150/Club_02.jpg" alt="Everything is a weapon, right? (Part 3)" /></a>
<a href="http://www.indiedb.com/games/blackreef-pirates/images/baseball" title="Baseball? - Indie DB" target="_blank"><img src="http://media.indiedb.com/cache/images/games/1/16/15535/thumb_300x150/Club_04.jpg" alt="Baseball?" /></a></p>
]]></description> 
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      <item> 
         <title>Week 46 - Inventory panel WIP</title> 
         <link>http://www.subvertgames.com/blog/46</link> 
         <pubDate>Mon, 19 Dec 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/46</guid> 
         <description><![CDATA[<p>So, what's new this week? ...well, I got a bad cold and I'm only half functional at the moment, so there's no video this time :(</p>
<p>But...here's a quick preview of the Inventory panel for Blackreef Pirates!</p>
<p><a href="http://commondatastorage.googleapis.com/sgweb/blog/Inventory_wip.jpg" target="_new"></p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/Inventory_wip.jpg"><br/> New inventory panel (click to zoom)</div><p></a></p>
<p>We still have some time to spend on it, what would you like to see improved or changed?
(yes, many icons are still placeholder and buttons need to be moved...)</p>
<div align="center"><img src="http://cdn2.subvertgames.com/website/static/separator.png" border="0"></div><p>In other news, Marco has started working on a set of new weapons so we can test them on the inventory screen :D</p>
<p><center>
<img src="http://media.indiedb.com/cache/images/games/1/16/15535/thumb_620x2000/Sword_01_b.jpg" alt="Training sword" width="445" />
<img src="http://media.indiedb.com/cache/images/games/1/16/15535/thumb_620x2000/Axe_01.jpg" alt="Axe" width="443" />
</center></p>
]]></description> 
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         <title>Week 45 - New animations</title> 
         <link>http://www.subvertgames.com/blog/45</link> 
         <pubDate>Mon, 12 Dec 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/45</guid> 
         <description><![CDATA[<p>I know...I know..it's late! Here's the (late) week 45 summary: 
<i>"I used to be an animator like you, then I took an arrow in the knee"</i></p>
<p>In this weekly video I'm going to show you the new animations for walking, running and running with drawn sword.</p>
<p>Also, there are some improvements in the specularity for characters and weapons shaders.</p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/9bUqOJSKyDo?hd=1" frameborder="0" allowfullscreen></iframe>
	</p><p><center><iframe src="http://www.youtube.com/subscribe_widget?p=SubvertGames" style="margin-top: 10px; border: none; overflow: hidden; height: 100px;" scrolling="no" frameborder="0"></iframe></center></p>
]]></description> 
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         <title>Week 44 - Blacksmith assets</title> 
         <link>http://www.subvertgames.com/blog/44</link> 
         <pubDate>Fri, 02 Dec 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/44</guid> 
         <description><![CDATA[<p>Hey everybody! This week I'm going to show you some of the new assets that will be used by the city blacksmith.
A blacksmith? Yes, we're planning to have a craft system :D</p>
<p>Here's a little video of the new assets...</p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/dXOpEA2xYLc?hd=1" frameborder="0" allowfullscreen></iframe>
	</p><p><center><iframe src="http://www.youtube.com/subscribe_widget?p=SubvertGames" style="margin-top: 10px; border: none; overflow: hidden; height: 100px;" scrolling="no" frameborder="0"></iframe></center></p>
]]></description> 
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      <item> 
         <title>Week 43 - Indoor scenes and blob shadows</title> 
         <link>http://www.subvertgames.com/blog/43</link> 
         <pubDate>Thu, 24 Nov 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/43</guid> 
         <description><![CDATA[<p>So, what happened this week in our hidden pirate cove?</p>
<p><h3>Blob shadows</h3>
Due to the massive request of this feature I worked on a way to display the character shadows. No, unfortunately
these are not real dynamic shadows since they not work on iPad and older computers. Instead I choose to do something more
old-school using a textured quad and some code to orient it to follow the terrain geometry. Sure, as always, it can be improved
or replaced with something better but I'm already happy with the results.</p>
<p><h3>Indoor scenes and camera</h3>
We also did our first indoor scene, it's going to be used as a little store. It's a separate scene because
this way it's easier to add more detailed objects and a different camera style.</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/int_08.jpg"><br/></div><p>The camera used for little indoor scenes like this will be completely automatic, similar to the one used in point&click
adventure games. And no minimap for indoor scenes! You're not getting lost in here, right?!</p>
<div align="center"><img src="http://cdn2.subvertgames.com/website/static/separator.png" border="0"></div><p>Here is our traditional weekly video, enjoy!</p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/HmEQWC0mvLc?hd=1" frameborder="0" allowfullscreen></iframe>
	</p><p><center><iframe src="http://www.youtube.com/subscribe_widget?p=SubvertGames" style="margin-top: 10px; border: none; overflow: hidden; height: 100px;" scrolling="no" frameborder="0"></iframe></center></p>
]]></description> 
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      <item> 
         <title>Week 42 - Skyrim...pirates?</title> 
         <link>http://www.subvertgames.com/blog/42</link> 
         <pubDate>Fri, 18 Nov 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/42</guid> 
         <description><![CDATA[<p>We love RPG. We love skyrim. We..got a serious case of <b><i>Skyrimtitis</i></b>. Doctor says is curable but takes some time (approx 100 hours) to heal.</p>
<p>So, here's our personal tribute to the Skyrim world: epic helmet with horns!</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/skyrim_helm.jpg"><br/></div><p><b>Micro FAQ</b>
<ul>
	<li>Are we completely nuts? <i>Yes!</i></li>
	<li>Is the helmet a joke? <i>Absolutely!</i></li>
	<li>Can we have a "Arrrr" shout in Blackreef Pirates? <i>We're thinking about it ;-)</i></li>
</ul></p>
<p>Even if the helmet looks great in game we cannot use it because...well...isn't very piratey. But we can borrow something else from Skyrim: the <b>camera with a lateral offset</b>. What? Just look the video :)</p>
<p>The second (real) update is a target indicator in the minimap. This was a very requested feature and I hope will help you in not getting lost anymore. It will point you to next quest objective.</p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/Frbu4CL6esA?hd=1" frameborder="0" allowfullscreen></iframe>
	</p><p><center><iframe src="http://www.youtube.com/subscribe_widget?p=SubvertGames" style="margin-top: 10px; border: none; overflow: hidden; height: 100px;" scrolling="no" frameborder="0"></iframe></center></p>
]]></description> 
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      <item> 
         <title>Week 41 - Art Assets overview #3 + camera improvements</title> 
         <link>http://www.subvertgames.com/blog/41</link> 
         <pubDate>Fri, 11 Nov 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/41</guid> 
         <description><![CDATA[<p>This week we started working on a new section of the city and fixing a thousand bugs in the combat and camera code.</p>
<p>Marco is working hard to finish the core part of the city and then spend some time placing ornaments and little details.</p>
<p>Here's some pretty shots of the city:</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/city02_1.jpg"><br/></div><div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/city02_2.jpg"><br/></div><div align="center"><img src="http://cdn2.subvertgames.com/website/static/separator.png" border="0"></div><p><h3>Camera improvements</h3></p>
<p>One of the main complaints about the game is camera movement. It's one of the first features I worked
on and still need some love. Everyone wants something different, so I wrote another camera style. It's 
similar to the one present in Dragon Age: Origins so many RPG lovers will feel like home :)</p>
<p>Here's some improvements inspired by your comments and critiques:<br>
<ul>
	<li><b>Free look</b>: you can now look up&down with the camera</li>
	<li><b>Camera type #1</b>: Move your character with W,S and rotate the camera with A,D keys.</li>
	<li><b>Camera type #2</b>: Move your character with W,A,S,D and camera will follow and auto-rotate.</li>
</ul></p>
<p>Of course you will be able to choose which camera type you prefer in the game options.</p>
<p>Other minor changes:
<ul>
	<li>Move all characters using physics (fixed the character going through walls bug)
	<li>Mouse wheel to change camera distance</li>
	<li>GUI updates and trying a different fonts</li>
</ul></p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/VaWsVmHsoOk?hd=1" frameborder="0" allowfullscreen></iframe>
	</p><p><center><iframe src="http://www.youtube.com/subscribe_widget?p=SubvertGames" style="margin-top: 10px; border: none; overflow: hidden; height: 100px;" scrolling="no" frameborder="0"></iframe></center></p>
]]></description> 
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      <item> 
         <title>Week 40 - Gamma correction and new website</title> 
         <link>http://www.subvertgames.com/blog/40</link> 
         <pubDate>Thu, 03 Nov 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/40</guid> 
         <description><![CDATA[<p>Ladies and Gentlemen, here's the 40th week update! Today I'm going to talk about Gamma correction, the new website and kongregate.</p>
<p><b><i>Whaat? Where is the game?!</i></b></p>
<p>Don't worry, the game is progressing well, Marco is creating a whole new section of the city and I'm working on some new gameplay feature related to Indoor scenes.
Also, the story start to have some interesting twists, but I still can't talk about the details ;-)</p>
<p><h3>Gamma correction</h3></p>
<p>In a perfect world every monitor have always the right contrast and colors. In a perfect world gamma correction makes no sense.
But we live in a world where every monitor is slightly or completely different from the "standard" because of user settings or cheap hardware.</p>
<p>We want to create a game that looks great everywhere, so we need a way to compensate all these monitor differences in lighting. One of the solutions is to provide the user with a slider 
to correct the gamma and then correct the image with a post-process filter.</p>
<p>Here a simple test with 3 different gamma settings:</p>
<p><a href="http://commondatastorage.googleapis.com/sgweb/blog/GammaCorrectionTest.jpg" target="_new"></p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/GammaCorrectionTest.jpg"><br/> Gamma correction test (click to zoom)</div><p></a></p>
<p><h3>New website</h3>
Avast!! There's a new dedicated website at <a href="http://www.blackreefpirates.com/">www.blackreefpirates.com</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/blackreef_pirates_website.jpg"><br/> </div><p></a></p>
<p>Currently is just a placeholder page with some links but soon we plan to add all the game related media and a community forum to it.</p>
<p><h3>Kongregate</h3>
If you love flash games on the web probably you already know Kongregate, it's a place to find lots of browser based games with a very big community of players.</p>
<p>Recently they also the publishing of Unity3d games in their portal...It's a great opportunity for small developers like us
to grab a little exposure, so we published our little "Training arena" alpha on it.</p>
<p><center>
<a href="http://www.kongregate.com/games/cominu/training-arena-blackreef-pirates"><img src="http://cdn1.kongregate.com/images/sharedassets/badge_dev_220x25.png" width="220" height="25" alt="Kongregate Games logo"></a>
</center></p>
<p>The results? The alpha got 1000 (and more) plays in just a few days. I'm sure we can do more with the next alpha but, in the meanwhile, please support us!</p>
<p><i>Hint: Give us a 5 star rating to gain more visibility!</i></p>
<div align="center"><img src="http://cdn2.subvertgames.com/website/static/separator.png" border="0"></div><p>That's all for this update, see you next week with a new "Art asset overview" video.</p>
]]></description> 
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      <item> 
         <title>Week 39 - Blackreef pirates on iPad</title> 
         <link>http://www.subvertgames.com/blog/39</link> 
         <pubDate>Thu, 27 Oct 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/39</guid> 
         <description><![CDATA[<p>I finally took possession of a Unity iOS Pro license! So, how is the game running in the real iPad hardware?</p>
<p>I must admit...the iPad 2 version of the game <b>runs incredibly great :D</b></p>
<p>Not only the game is running correctly and without graphical glitches but is also rock solid at 60 FPS with 2X antialias!</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/arena_ipad_1.jpg"><br/> Yes, 60 FPS!</div><p>So, I spent this week configuring everything to work on this little "magical" device and working on an custom UI more suited for 
a touch screen.</p>
<p>Remember the <a href="http://www.subvertgames.com/blog/22">Week 20</a>? I talked about an experiment with a touch interface using two virtual
analog pads. Right now I removed the VPad on the right and instead you can simple swipe horizontally on the screen to rotate the camera, it's
much more suited for this kind of devices.</p>
<p>The other big change in the UI is the placement of the action buttons on the right. Sure, it can look a bit weird but once you try it will be
clear that not having to move your hands is the best solution.</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/arena_ipad_2.jpg"><br/> New UI layout for touchscreens</div><div align="center"><img src="http://cdn2.subvertgames.com/website/static/separator.png" border="0"></div><p>Lastly, thank you everybody for all the feedback about the latest Alpha. Here's some fixes already available in the webplayer:
<ul>
	<li>Camera stuck after dialogues</li>
	<li>More acceleration of the player</li>
	<li>Right mouse button is grabbed instantly without having to move it</li>
	<li>Action bar shows the active action (yes, still need some work..)</li>
	<li>many minor fixes and optimizations...</li>
</ul></p>
]]></description> 
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      <item> 
         <title>Week 38 - Alpha 6 "The training arena"</title> 
         <link>http://www.subvertgames.com/blog/38</link> 
         <pubDate>Wed, 19 Oct 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/38</guid> 
         <description><![CDATA[<p>Huge update this week! I'm very proud of this update because it's a big leap forward in transitioning from a tech demo to a real game.</p>
<p>The changes are too many but the biggest are:
<ul>
	<li>improvements in character animations</li>
	<li>dialogues with NPC</li>
	<li>level scripting and cutscenes</li>
	<li>checkpoints</li>
	<li>mission objectives UI</li>
	<li>weapon grab</li>
</ul></p>
<p><i>Warning</i>: this demo is incomplete. I mean, it's a good testbed for many features that will be included in the final game but contains
a lot of placeholder animations (the "grab weapon from table" is clearly one of them) and gameplay glitches.
However I plan to continue working on it and release updates when ready, without waiting another one full month for another release.</p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/7mDdUx_Cnzs?hd=1" frameborder="0" allowfullscreen></iframe>
	</p><p>As always, you can play it directly in your browser or if you prefer there's a downloadable version too:</p>
<p><a href="http://www.subvertgames.com/play#w">Play in your browser</a></p>
<p><a href="http://cdn2.subvertgames.com/Blackreef_Pirates-Alpha6.1-The_training_arena-WIN.zip">Download windows</a></p>
<p><a href="http://cdn2.subvertgames.com/Blackreef_Pirates-Alpha6.1-The_training_arena-MAC.zip">Download mac</a></p>
]]></description> 
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      <item> 
         <title>Week 36 - Blackreef pirates!</title> 
         <link>http://www.subvertgames.com/blog/37</link> 
         <pubDate>Fri, 07 Oct 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/37</guid> 
         <description><![CDATA[<p>This week we learned the hard way to not underestimate the time all the little things takes when making a level (with some gameplay).
We did and re-did everything almost twice (or more) and had a lot of fights with unity. The good news it that eventually we won
the fight...the bad is that we lost too many days and we cannot release the Alpha 6.</p>
<p>But...here's some good news for you: we have found a name for our little game! Yes!</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/BlackreefPirates_web2.jpg"><br/> Blackreef Pirates!</div><p>Here's some fresh screens from the training arena (aka Alpha 6)</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/arena_04.jpg"><br/> </div><div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/arena_05.jpg"><br/> </div><div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/arena_07.jpg"><br/> </div><div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/arena_08.jpg"><br/> </div><p>I also started working on this gameplay features (more on these later):
<ul>
	<li>Dialogues</li>
	<li>Cutscenes</li>
	<li>Mission objectives UI</li>
	<li>Checkpoints (a-la GTA)</li>
	<li>Training dummy and shooting target</li>
	<li>Friendly NPC</li>
	<li>Skydome</li>
</ul></p>
<p><center><iframe src="http://www.youtube.com/subscribe_widget?p=SubvertGames" style="margin-top: 10px; border: none; overflow: hidden; height: 100px;" scrolling="no" frameborder="0"></iframe></center></p>
]]></description> 
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      <item> 
         <title>Week 35 - Combat arena</title> 
         <link>http://www.subvertgames.com/blog/36</link> 
         <pubDate>Wed, 28 Sep 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/36</guid> 
         <description><![CDATA[<p>Time for another weekly update! So, what's new?</p>
<p>Our plans were to show you a new playable alpha but I'm taking another extra week to cleanup the code and iron out some problems people is having
with the webplayer (I'm thinking about creating a stand alone build next time).</p>
<p><b>Changes</b>
<ul>
	<li>Party PC AI</li>
	<li>9-Quad widget: <i>for buttons and progress bars</i></li>
	<li>Training dummy AI: <i>(yes, stay still and keep doing nothing until you're in pieces. Very intelligent :D</i></li>
</ul></p>
<p>How about the art side? In the upcoming Alpha 6 we're leaving the "prototype look" and we are going to use this arena as a place to test all the new combat features.
The arena is still a work in progress and without too many details, see you next week for the final version! :)</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/arena_01.jpg"><br/> </div><div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/arena_02.jpg"><br/> </div><div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/arena_03.jpg"><br/> </div><p><a href="http://commondatastorage.googleapis.com/sgweb/blog/Arena_wire.jpg" target="_new"></p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/Arena_wire_500.jpg"><br/> Wireframe (click to zoom)</div><p></a></p>
<p>Still here? If you liked this post and you're not subscribed yet...here's our <a href="http://www.youtube.com/user/SubvertGames">YouTube channel</a>, <a href="http://feeds.feedburner.com/SubvertGames">RSS feed</a> and <a href="http://twitter.com/cominu">Twitter</a></p>
]]></description> 
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      <item> 
         <title>Week 34 - Art asset overview #2 + Guns</title> 
         <link>http://www.subvertgames.com/blog/35</link> 
         <pubDate>Wed, 21 Sep 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/35</guid> 
         <description><![CDATA[<p>Here's our weekly update!</p>
<p><h3>The pirate village</h3></p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/ArtAssetOverview2.jpg"><br/> Yes, we're building the village :)</div><p>Remember the first <a href="http://www.subvertgames.com/blog/32">pirate island prototype video</a>? Well, Marco started to replace some of the placeholders models and created the first section of the pirate village.
We have now more variety of wood textures and some windows too. Did I mention I love the addition of a small combat arena? This arena will be very useful in the start of the game to
teach players the basics of combat.</p>
<p><h3>Secondary weapon</h3>
All characters now can have a secondary weapon. Right now I'm using a gun and I must admit it tooks me too much to implement this "little" feature...all the codebase was designed to have one
and only one weapon at a time and sadly this forced me to rewrite a huge part of the code. It's almost finished now and I plan to let you try this new feature in the next alpha.</p>
<p>Here's a video showing you the first part of the village and the gun shooting. Enjoy :)</p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/rtxEJA6UFVY?hd=1" frameborder="0" allowfullscreen></iframe>
	</p><p><center><iframe src="http://www.youtube.com/subscribe_widget?p=SubvertGames" style="margin-top: 10px; border: none; overflow: hidden; height: 100px;" scrolling="no" frameborder="0"></iframe></center></p>
]]></description> 
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      <item> 
         <title>Subvert Games on IndieDB</title> 
         <link>http://www.subvertgames.com/blog/34</link> 
         <pubDate>Thu, 15 Sep 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/34</guid> 
         <description><![CDATA[<p>Hi everybody! Here's a quick news from the captain: our little <a href="http://www.indiedb.com/games/blackreef-pirates">pirate game is now also on IndieDB</a>!</p>
<p><center>
<a href="http://www.indiedb.com/games/blackreef-pirates" title="Indie Games Database" target="_blank"><img src="http://media.indiedb.com/images/global/indiedb_468x60.png" alt="Indie DB" border="0" width="468" height="60"></a>
</center></p>
<p><b>About IndieDB</b><br>
<i>
"The aim of Indie DB is to connect independent developers of games with players, from the day they start developing their game to the day they release it. On Indie DB we give developers control of the site, allowing them to share details and behind the scenes insight about the games they are creating, in the form of news, images, videos and downloads."
</i></p>
<div align="center"><img src="http://cdn2.subvertgames.com/website/static/separator.png" border="0"></div><p>Some people worried about the lack of gameplay updates...well, a new playable alpha is coming, stay tuned :)</p>
]]></description> 
      </item>

      <item> 
         <title>Week 33 - Art Asset overview #1</title> 
         <link>http://www.subvertgames.com/blog/33</link> 
         <pubDate>Mon, 12 Sep 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/33</guid> 
         <description><![CDATA[<p>In this first Art Assets overview we are showing you some assets Marco created in the last week.
Textures and models are constantly WIP but they already show what artistic choices we made.</p>
<p>All objects in the scene share the same texture atlas (a big 2048x2048 texture on iPad and 4096x4096 on desktop), have a very low polycount and are organized in a way to be reusable and as foundation of larger and more complex props.</p>
<p>If you like to have more information about UV management, texturing, modeling or other tips please leave a comment and <a href="http://feeds.feedburner.com/SubvertGames">follow our devblog!</a></p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/lIGeH5xbj6Q?hd=1" frameborder="0" allowfullscreen></iframe>
	</p><p><center><iframe src="http://www.youtube.com/subscribe_widget?p=SubvertGames" style="margin-top: 10px; border: none; overflow: hidden; height: 100px;" scrolling="no" frameborder="0"></iframe></center></p>
]]></description> 
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      <item> 
         <title>Week 32 - Pirate island prototype</title> 
         <link>http://www.subvertgames.com/blog/32</link> 
         <pubDate>Mon, 05 Sep 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/32</guid> 
         <description><![CDATA[<p>It's September! It's time to announce the game theme: <b>PIRATES</b>. Who doesn't love pirates?</p>
<p>Together with the game theme I also announce the start of a collaboration with <b>Marco Lisci</b>, a very talented environment artist 
and level designer. Marco is already hard working on the first level of the game, a little pirate town and a the nearby port.</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/PirateWork.jpg"><br/> Work in progress!</div><p>I'm very excited to show you his first work, everything is just a placeholder to test the level size and spaces...and I love it!</p>
<p>Here's a video with a fly-through of the first level prototype, isn't great?</p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/CAweTfyYL6w?hd=1" frameborder="0" allowfullscreen></iframe>
	</p><p><center><iframe src="http://www.youtube.com/subscribe_widget?p=SubvertGames" style="margin-top: 10px; border: none; overflow: hidden; height: 100px;" scrolling="no" frameborder="0"></iframe></center></p>
]]></description> 
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      <item> 
         <title>Week 30, 31 - Modular character creation - Part 2</title> 
         <link>http://www.subvertgames.com/blog/31</link> 
         <pubDate>Mon, 29 Aug 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/31</guid> 
         <description><![CDATA[<p>Here's a two-week update! 
The new characters are almost ready and it's time for Adam to retire. Here's the video with all the changes:
<ul>
	<li>New models: chest, hands, belt, legs, boots and a beard!</li>
	<li>Swords!</li>
	<li>Attachment "bone" for swords and draw animation</li>
	<li>Running with sword animation</li>
	<li>Custom shader for weapons (with fake specular)</li>
</ul></p>
<p><center><iframe src="http://www.youtube.com/subscribe_widget?p=SubvertGames" style="margin-top: 10px; border: none; overflow: hidden; height: 100px;" scrolling="no" frameborder="0"></iframe></center></p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/En060V-olQ4?hd=1" frameborder="0" allowfullscreen></iframe>
	</p>]]></description> 
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      <item> 
         <title>Week 29 - Modular character creation - Part 1</title> 
         <link>http://www.subvertgames.com/blog/30</link> 
         <pubDate>Mon, 15 Aug 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/30</guid> 
         <description><![CDATA[<p>This is the first part of a series of posts about "Modular character creation".</p>
<p>Why "modular"? Well, I can't create every character from scratch because it's hard,
error prone and not very practical. Instead I'm planning to create a small number of
body types and then assemble the final model using many small pieces to achieve
different looking characters.</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/SkinColors.jpg"><br/> Different skin colors thanks to Vertex Colors</div><p>Here's the first bodytype. It's a slim male based on Adam character and it's 
almost ready to be the base for every other bodytype.
I'm planning to create at least 3 male and 3 female bodytypes and each one will
have 3 different heads and clothes. This should be enough to achieve a little character variation in the final game :)</p>
<p>Each character will use interchangeable parts like:
<ul>
	<li>head</li>
	<li>hands</li>
	<li>torso</li>
	<li>arms</li>
	<li>legs</li>
	<li>feet</li>
	<li>hair</li>
	<li>hats</li>
</ul></p>
<p>All the character assembly is made at run-time. This allows me to "randomize" the look of minor characters you encounter in the game.</p>
<p>The problem with using so many parts in Unity is that every part is a different Skinned Mesh requiring a separate draw call (this is bad
for performance and for your health!).</p>
<p>Here's a little tip: you can actually combine all the meshes that uses the same material into a single
mesh. The <a href="http://www.unifycommunity.com/wiki/index.php?title=CombineSkinnedMeshes">CombineSkinnedMeshes</a> script in UnifyCommunity wiki
is a great starting point.</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/ModChar_base.jpg"><br/> Base character</div><div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/ModChar_combined.jpg"><br/> Combined mesh</div><p>As you can see, adding parts doesn't increase the draw calls counter: <i>Victory!</i> :D</p>
<p><h3>Facial animation</h3></p>
<p>In the game you will often encounter and talk to people. Even if I'm not aiming to have a full and realistic facial animation a-la "LA Noire" I want
to add a little of "life" to characters giving them facial "bones". Yes, facial bones is the only way to have a little animation inside Unity. There are better
tecnique out there, like "morph targets", but at the moment I think it's good enough.</p>
<p>Each bodytype shares a common skeleton and animations, this is a great time-saver but also very tricky to get working with different models. Here's a little video showing
a single bodytype with some variations (different head, skin color and hair) using the same animations.</p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/u9QbMHKrHJY?hd=1" frameborder="0" allowfullscreen></iframe>
	</p><p><center><iframe src="http://www.youtube.com/subscribe_widget?p=SubvertGames" style="margin-top: 10px; border: none; overflow: hidden; height: 100px;" scrolling="no" frameborder="0"></iframe></center></p>
<p>If you liked these first characters and enjoyed the video please <a href="http://www.youtube.com/user/SubvertGames">subscribe to the youtube channel</a> and let other know about it :)</p>
]]></description> 
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      <item> 
         <title>Week 28 - Alpha 5 "Shotguns"</title> 
         <link>http://www.subvertgames.com/blog/29</link> 
         <pubDate>Tue, 09 Aug 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/29</guid> 
         <description><![CDATA[<p>Time for a new public playable alpha! There are lots of improvements from the last alpha and many little things under the hood that will speed up the development process in the future.</p>
<p>I also started to work on the game theme and background story...I can't show anything to you at the moment but trust me: is going to be awesome B-)</p>
<p><h3>Changes from last week</h3>
<ul>
	<li>Sword trail for melee attacks</li>
	<li>Improved character shader (now with more specular goodness)</li>
	<li>Reworked vignetting and pause fx</li>
</ul></p>
<p><div align="center" style="margin-top: 30px; margin-bottom: 30px"></p>
<p><a href="http://www.subvertgames.com/play#w"></p>
<div align="center"><img src="http://cdn2.subvertgames.com/website/blog/Alpha5.jpg"></div><p><h3>What are you waiting for?  Try the Alpha #5 "Shotguns" in your browser!</h3>
</a>
</div></p>
]]></description> 
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      <item> 
         <title>Week 27 - Half journey status and doors</title> 
         <link>http://www.subvertgames.com/blog/28</link> 
         <pubDate>Tue, 02 Aug 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/28</guid> 
         <description><![CDATA[<p>Remember my first post, <a href="http://www.subvertgames.com/blog/1">Starting my journey in game development</a>?
Well, it's six months old now so I'm exactly in the middle of the journey, time flies uh?</p>
<p>I still have six months to complete my evil plan of world domination and finish the game :)</p>
<p>All these months I've been working on this project almost everyday full-time but there are still many things to do.
Here's what I'll work on in the next months (in random order):
<ul>
	<li>Dialogues with NPC</li>
	<li>Friendly NPC</li>
	<li>Combat AI for NPC</li>
	<li>Load/Save games</li>
	<li>World map</li>
	<li>Better party AI</li>
	<li>Buy/sell stuff in stores</li>
	<li>Quest tracking</li>
	<li>Cutscenes</li>
	<li>Automatic pizza maker</li>
</ul></p>
<p><h3>Half journey numbers</h3>
I know all these numbers have little to no meaning but I'm keeping track of them for a comparison at the end of the project.</p>
<p>So far the entire project has:
<ul>
	<li>Lines of code: 16613 (120 scripts)</li>
	<li>Textures: 66</li>
	<li>Audio files: 23</li>
	<li>Materials: 38</li>
	<li>Blender models: 8</li>
	<li>Scenes: 12</li>
	<li>Total assets size: 238M</li>
</ul></p>
<p><h3>Changes from last week:</h3>
<ul>
	<li>Standard door prefab</li>
	<li>Vertical door prefab</li>
	<li>Camera vertical angle correction based on terrain slope</li>
	<li>Footstep sounds now emitted at feet position</li>
	<li>bug fix in Pathfind</li>
</ul></p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/jaXtP2thJQY?hd=1" frameborder="0" allowfullscreen></iframe>
	</p><p><center><iframe src="http://www.youtube.com/subscribe_widget?p=SubvertGames" style="margin-top: 10px; border: none; overflow: hidden; height: 100px;" scrolling="no" frameborder="0"></iframe></center></p>
]]></description> 
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      <item> 
         <title>Week 26 - Shotguns? Yes, please</title> 
         <link>http://www.subvertgames.com/blog/27</link> 
         <pubDate>Mon, 25 Jul 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/27</guid> 
         <description><![CDATA[<p>Yes, this is a RPG with shotguns. You were expecting another middle-age fantasy RPG? I'm sorry...</p>
<div align="center"><img src="http://cdn2.subvertgames.com/website/static/separator.png" border="0"></div><p>Some people asked how my tipical work week looks like...well, I think my job here is not very different from many <i>"computer jobs"</i> with the 
exception of working from home and be able to choose your own work hours. The real problem often is how hard is to stop working when doing something
you love..I must admit, sometimes I work too much.</p>
<p>The best thing I learned since I started is how challenging and rewarding game development is if you try to cover every aspect: one day I'm the programmer, another day I'm the audio guy, the modeler, the animator, etc...
There's plenty of things to learn and create everyday, and if you're like me this is heaven.</p>
<p>I prefer to work on many short milestones of one or two week maximum and I try to achieve something (even in random order) every day. Many people can argue that is not a very organized way
of doing things but...hey, it's working! :)</p>
<p>The video this week is a summary of 5 days of development. I took a small video everyday and you can see how a new feature is done and how much time little things like adding sound effect
can absorb.</p>
<p>Enough talk, enjoy the video :D</p>
<p><h3>Changes from last week</h3>
<ul>
	<li>Bullet trails</li>
	<li>Muzzle flash</li>
	<li>Shotgun fire sound</li>
	<li>Shotgun reload sound</li>
	<li>Shotgun fire animation</li>
	<li>Idle animation for ranged attack</li>
</ul></p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/L9Kd2fTkhHQ?hd=1" frameborder="0" allowfullscreen></iframe>
	</p><p><center><iframe src="http://www.youtube.com/subscribe_widget?p=SubvertGames" style="margin-top: 10px; border: none; overflow: hidden; height: 100px;" scrolling="no" frameborder="0"></iframe></center></p>
]]></description> 
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      <item> 
         <title>Week 25 - iPad HUD</title> 
         <link>http://www.subvertgames.com/blog/26</link> 
         <pubDate>Mon, 18 Jul 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/26</guid> 
         <description><![CDATA[<p>Here is the new weekly update and a new video of my RPG Tech demo!</p>
<p>I found a way to have 9 different combat actions usable for the iPad version: action categories!
This solution require 2 taps instead of one but seems to be the only practical way to deal with many buttons when you're grabbing your iPad like a gamepad.</p>
<p>The first tap is used to select the category and the second is to select the action, not many games uses a similar technique...I hope you like it :)</p>
<p><h3>Changes from last week</h3>
<ul>
	<li>iOS: Removed right virtual analog pad</li>
	<li>iOS: actions organised by category</li>
	<li>iOS: switch leader button</li>
	<li>Menu buttons only visible when game is paused</li>
</ul></p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/GFjytVebvVE?hd=1" frameborder="0" allowfullscreen></iframe>
	</p><p><center><iframe src="http://www.youtube.com/subscribe_widget?p=SubvertGames" style="margin-top: 10px; border: none; overflow: hidden; height: 100px;" scrolling="no" frameborder="0"></iframe></center></p>
]]></description> 
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      <item> 
         <title>Week 24 - Alpha 4</title> 
         <link>http://www.subvertgames.com/blog/25</link> 
         <pubDate>Mon, 11 Jul 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/25</guid> 
         <description><![CDATA[<p>Time for a new Alpha!
This is the fourth playable alpha and there's a lot of new things under the hood.</p>
<p>The combat system is starting to be usable and I added a new "action system".
Each player now have actions subdivided this way:
<ul>
	<li>melee attack (3 actions)</li>
	<li>ranged attack (3 actions)</li>
	<li>use magic (3 actions)</li>
	<li>Open container</li>
	<li>Use object</li>
	<li>Talk to NPC</li>
</ul></p>
<p>In the alpha you can see many of the action in the lower part of the screen, but at the moment they
all trigger to the same combat action. This (and icons) will be improved in the next alpha.</p>
<p><h3>Changes from last week</h3>
<ul>
	<li>added body fall sound</li>
	<li>target selection via click/tap on NPC</li>
	<li>added 9 buttons for actions</li>
</ul></p>
<p><div align="center" style="margin-top: 30px; margin-bottom: 30px">
<a href="http://www.subvertgames.com/play#w"></p>
<div align="center"><img src="http://cdn2.subvertgames.com/website/blog/alpha4.jpg"></div><p><i>Warning: this demo contains traces of programmer’s art!</i></p>
<p><h3>What are you waiting for?  Try the Alpha #4 "July" in your browser!</h3>
</a>
</div></p>
]]></description> 
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      <item> 
         <title>Week 23 - Audio SFX and NPC death</title> 
         <link>http://www.subvertgames.com/blog/24</link> 
         <pubDate>Tue, 05 Jul 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/24</guid> 
         <description><![CDATA[<p>Here is the new weekly update and video of my RPG Tech demo!</p>
<p><h3>Foley-like audio system</h3>
This week I spent some time to create a basic <a href="http://en.wikipedia.org/wiki/Foley_artist">"foley"</a> audio system to execute and mix various sounds (I'm using from one to three audio clips for every final sound effect).</p>
<p>What seemed like a really easy work turned into a nightmare when I discovered that sounds are not paused automagically when you set the timestep to zero inside Unity3D. After some searches I found that I had to manually stop each playing sound and then restore them using AudioSource.Play with an offset.
All this audio work reminds me the good old days working on <a href="http://hydrogen-music.org">Hydrogen drum machine</a>...maybe one day I'll start a drum machine project with unity... :)</p>
<p>This new sound effect system is now used for the walking sounds, weapon "swoosh", weapon "hit" and NPC pain.</p>
<p><h3>NPC pain...and death</h3>
Yes, NPC pain! <i>Finally we can beat to death a NPC character!!</i> (insert evil laugh here) >:D</p>
<p>The NPC character is still not reacting to ease the testing and after a few hits it will die and fall down. I know all this could sound funny but it's a HUGE step towards a real combat system.</p>
<p><h3>Other minor changes:</h3>
<ul>
	<li>Weapon is now attached at run-time</li>
	<li>Death animation for Adam</li>
	<li>Dead bodies are destructed after 5 seconds</li>
	<li>Virtual analog pads are hidden in desktop build</li>
	<li>New map to test the combat system</li>
	<li>Player is hidden if camera is too close</li>
</ul></p>
<p>Enjoy this week video and remember to subscribe to the youtube channel!</p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/h7r65lgnNwQ?hd=1" frameborder="0" allowfullscreen></iframe>
	</p><p><center><iframe src="http://www.youtube.com/subscribe_widget?p=SubvertGames" style="margin-top: 10px; border: none; overflow: hidden; height: 100px;" scrolling="no" frameborder="0"></iframe></center></p>
]]></description> 
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      <item> 
         <title>Week 22 - Texture atlas creation</title> 
         <link>http://www.subvertgames.com/blog/23</link> 
         <pubDate>Tue, 28 Jun 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/23</guid> 
         <description><![CDATA[<p>Remember the <a href="http://www.subvertgames.com/blog/16">experiment I had with 3D GUI</a>? ...well, I choose to extends that experiment
and to use it as the main UI library for the game. It's not too different from the other UI solutions
around the asset store but has some key advantages IMHO:
<ul>
	<li>It's designed for programmers</li>
	<li>Has an internal atlas creation utility</li>
	<li>It's fat free</li>
</ul></p>
<p>The atlas utility is built as a simple EditorWindow and uses the Texture2D.PackTextures method to create the 
atlas.</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/Atlas_utility.jpg"><br/> Yes, it's ugly..but it works :)</div><p>Using a texture atlas had a big impact on my workflow, now I cannot use directly a texture but instead
I can only add the texture in the atlas and then use the image id (the position inside the atlas) to refer to that texture.
Yes, it's one more step to do but the results are great: 1 draw call for the widgets and 1 for all the 
text. And it's faster than ever :D</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/Atlas_result.jpg"><br/> The final atlas texture</div><p>Ok..ok, enough talk about the tech..how about the game?</p>
<p>Now there's a new system to replace the old "mouse over" action. It's an automatic target selection 
that highlights all the interactive object around and then shows some information about
the object in the front of the player.</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/AutoTarget_objects.jpg"><br/> Interactive objects around the player</div><p>The target selection works also on NPC and it shows the HP bar and the combat level.</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/AutoTarget_npc.jpg"><br/> NPC information during combat</div><p><h3>Full changelog</h3>
<ul>
	<li>Automatic target selection (for interactive objects and NPCs)</li>
	<li>New graphics for Party status panel (now the leader is highlighted)</li>
	<li>New small bitmap font (20px)</li>
	<li>Support for multiple atlases in SubGUI</li>
	<li>Basic character AI LOD (reduced AI cicles when far from player)</li>
</ul></p>
<div align="center"><img src="http://cdn2.subvertgames.com/website/static/separator.png" border="0"></div><p>That's all for this week, see you next Monday..I'm cooking a new Alpha for you!</p>
]]></description> 
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      <item> 
         <title>Week 20/21 - iPad &amp; desktop control schemes</title> 
         <link>http://www.subvertgames.com/blog/22</link> 
         <pubDate>Mon, 20 Jun 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/22</guid> 
         <description><![CDATA[<p>It's official: <b>the game is going to be released for iPad!</b> :D</p>
<p>Desktop users doesn't have to worry...the game will also be released on PC/Mac platform.</p>
<div align="center"><img src="http://cdn2.subvertgames.com/website/static/separator.png" border="0"></div><p>Last week I mentioned the problem I had to move away from a mouse&keyboard centered controls towards a common
PC, gamepad and touch control scheme.</p>
<p>The first victim of this transition is the "mouse over" (used to see object information). The next week I'm going to
replace the object highlight with some sort of GUI overlay.</p>
<p><h3>iOS controls</h3></p>
<p>My implementation of virtual analog stick isn't very different to the majority of games present on iOS
but I took some time to fine tuning the behaviour of this little component.</p>
<p>Now repeat with me: fixed position virtual sticks are bad. Everyone has different hand sizes and there's
no way to know the best position. In my implementation the stick will move under your thumb when you touch
the screen, so there's little room for unwanted movement tipical of fixed position sticks.</p>
<p>The left stick is used to move the player and the right stick is used to rotate the camera. Since camera
rotation is horizontal I made the right stick horizontal only.</p>
<p>If you prefer to not use the virtual sticks I added the ability to move the camera with a horizontal swipe 
and move the player directly clicking...ehm...tapping on the floor (with pathfind, of course).</p>
<p><h3>Desktop controls</h3></p>
<p>Nothing new here. Game controls are still keyboard and mouse or alternatively you can use a XBox 360
controller, it works great and I managed to even have the rumble working in unity3d :)</p>
<p><h3>Full changelog</h3>
<ul>
	<li>New animation: Melee hit received</li>
	<li>Damage and attack speed now based on equipped items.</li>
	<li>Graphical damage points visualization</li>
	<li>Click on floor to move in that position</li>
	<li>iOS: Action button</li>
	<li>iOS: virtual pad implementation</li>
	<li>iOS: horizontal swipe to rotate camera
	<li>Desktop: rumble support for Xbox 360 controller</li>
</ul></p>
<p>Enjoy this week video...yes, Adam got angry :)</p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/-GRuOqhA_TA?hd=1" frameborder="0" allowfullscreen></iframe>
	</p><p><center><iframe src="http://www.youtube.com/subscribe_widget?p=SubvertGames" style="margin-top: 10px; border: none; overflow: hidden; height: 100px;" scrolling="no" frameborder="0"></iframe></center></p>
]]></description> 
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      <item> 
         <title>Week 18/19 - Alpha #3 - Pathfind</title> 
         <link>http://www.subvertgames.com/blog/21</link> 
         <pubDate>Thu, 02 Jun 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/21</guid> 
         <description><![CDATA[<p>I have too many things inside my head at the moment and in the last two weeks 
the game development became less organized and more "hacky". I also missed last week update, my bad...</p>
<p>I did some experiments with different control schemes like touchscreen and xbox controller. It's
really hard to keep everything coherent: every type of control have its advantages and limitations that
influence the gameplay too (I need to think a way to replace the "mouse over" action).</p>
<p>However, here's the changes:
<ul>
	<li>Default attack action with LMB click on enemy</li>
	<li>Pathfind used to reach NPC (in combat mode) and Containers when there's not a clear line-of-sight</li>
	<li>NPC uses pathfind to find again its patrol path (after a combat)</li>
	<li>First melee attack animation (sword attack)</li>
	<li>Combat idle animation</li>
	<li>Placeholder walk animation</li>
	<li>Fake bumpmap shader (little detail even without dynamic lights)</li>
	<li>Experiments with "bird view" camera style (removing ceiling and disabling camera collision)</li>
	<li>Experiments with 3D HP bar</li>
	<li>Desaturated and blueish color tint in postprocess shader</li>
	<li>Bug fix: weird neck bone rotation during pause</li>
	<li>Bug fix: NPC can see through walls</li>
</ul></p>
<p><div align="center" style="margin-top: 30px; margin-bottom: 30px">
<a href="http://www.subvertgames.com/play#w"></p>
<div align="center"><img src="http://cdn2.subvertgames.com/website/blog/Alpha3.jpg"></div><p><h3>What are you waiting for?  Try the Alpha #3 "Pathfind" in your browser!</h3>
</a>
</div></p>
]]></description> 
      </item>

      <item> 
         <title>Week 17 - Pathfind</title> 
         <link>http://www.subvertgames.com/blog/20</link> 
         <pubDate>Thu, 12 May 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/20</guid> 
         <description><![CDATA[<p>Let's play hide and seek!</p>
<p>Since now the PC/NPC follow behaviour, used for following the party leader or an enemy, was based on a simple line-of-sight technique.
Even if this technique works pretty good in a open world environment with few obstacles it has too many flaws for an indoor use with lots
of walls and obstructions. To overcome these limitations I implemented a pathfind solution on the top of the existing behaviour.</p>
<p>How this all works?</p>
<p>As always, I'm trying to pre-calculate everything in the editor to keep CPU load at minimum during play.
I choose to create a Navigation Graph and compute all the connections between Navigation Points, distance and edge cost inside the
unity editor using raycasts to determine visibility between them.</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/NavGraph.jpg"><br/> Creation of the Navigation graph inside unity</div><p>Once the navigation graph is ready I use this data to create a path at run-time using a classic A* algorithm.
Placing all the navigation point manually can be an hard task but since the points are very few the pathfind algorithm will generate
a solution very fast.</p>
<p>Right now the pathfind is only used when the party leader is not visible with a cheaper line-of-sight check.</p>
<p>Works pretty well..so, let's play hide and seek! :D</p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/Ie4aNLuNelw?hd=1" frameborder="0" allowfullscreen></iframe>
	</p><p><center><iframe src="http://www.youtube.com/subscribe_widget?p=SubvertGames" style="margin-top: 10px; border: none; overflow: hidden; height: 100px;" scrolling="no" frameborder="0"></iframe></center></p>
]]></description> 
      </item>

      <item> 
         <title>Week 16 - NPC Patrol path</title> 
         <link>http://www.subvertgames.com/blog/19</link> 
         <pubDate>Thu, 12 May 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/19</guid> 
         <description><![CDATA[<p>In the previous week update, <a href="http://www.subvertgames.com/blog/18">NPC and Combat mode</a>, I showed you the initial enemy combat AI which was able to follow you once you were in the NPC field of view.
This week I worked on giving the NPC a path to follow while looking for enemies. Right now the path is fixed and is composed of a simple sequence of waypoints.
Once the NPC arrives to his target waypoint, it moves to the next in a loop.</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/PatrolPath.jpg"><br/> Patrol path</div><p>The patrol behaviour is still too rigid and robot-like, I'll try to smooth the path in the future and add some variation (multiple paths?).
Also, I desperately need to finish the walk animation...the NPC guard can't run all day :D</p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/wor3pSjiGTo?hd=1" frameborder="0" allowfullscreen></iframe>
	</p><div align="center"><img src="http://cdn2.subvertgames.com/website/static/separator.png" border="0"></div><p>What!? Aren't you subscribed to the youtube channel!? Go click the "subscribe" button now..yes that's an order ;)</p>
<p><center><iframe src="http://www.youtube.com/subscribe_widget?p=SubvertGames" style="margin-top: 10px; border: none; overflow: hidden; height: 100px;" scrolling="no" frameborder="0"></iframe></center></p>
]]></description> 
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      <item> 
         <title>Week 15 - NPC and Combat mode</title> 
         <link>http://www.subvertgames.com/blog/18</link> 
         <pubDate>Thu, 05 May 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/18</guid> 
         <description><![CDATA[<p>Adam already got friends...it's time to make some enemies!</p>
<p>This week I created a new "training room" and started coding the basic AI for the enemy NPC.
Right now the NPC still cannot attack, but can "see" the player and seek him using a line-of-sight technique similar
to what already used for the party members follow behaviour.
Also, I'm testing a very cheap collision avoidance technique using 2 "feelers" to sense a near obstacle (even a dynamic one).</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/AdamVsTheWorld.jpg"><br/> Adam, run!</div><p><h3>Changes</h3>
<ul>
	<li>Adam has a face!</li>
	<li>Different soundtrack for Combat mode</li>
	<li>Yellow/Red circles under PC/NPC (to reduce friend/enemy ambiguity)</li>
	<li>Show information on mouse over NPC</li>
	<li>NPC turn head towards the combat target</li>
	<li>NPC line of sight (raycast, blocked by walls)</li>
	<li>NPC "feelers"</li>
	<li>NPC shown as a red dot in the minimap</li>
</ul></p>
<p>Enjoy this weekly video changelog and remember to subscribe to the youtube channel!</p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/sDZ4GZOHKKQ?hd=1" frameborder="0" allowfullscreen></iframe>
	</p><p><center><iframe src="http://www.youtube.com/subscribe_widget?p=SubvertGames" style="margin-top: 10px; border: none; overflow: hidden; height: 100px;" scrolling="no" frameborder="0"></iframe></center></p>
]]></description> 
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      <item> 
         <title>Week 14 - Alpha #2 - Item containers</title> 
         <link>http://www.subvertgames.com/blog/17</link> 
         <pubDate>Wed, 27 Apr 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/17</guid> 
         <description><![CDATA[<p><h3>This week changes</h3>
<ul>
<li>Right mouse drag is now used to rotate camera</li>
<li>Container details view: consumable items can be used, weapon and armor can be equipped.</li>
<li>Basic character stats and comparison with the selected item</li>
<li>All data now is real and read from a static XML file.</li>
<li>Adapted various UI to fit in 1024x768 screens</li>
</ul></p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/Alpha2.jpg"><br/> Alpha #2 is online!</div><p><div align="center" style="margin-top: 20px; margin-bottom: 40px">
<h3><a href="http://www.subvertgames.com/play#w">Try the Alpha #2 "Item containers" in your browser</a></h3>
</div></p>
]]></description> 
      </item>

      <item> 
         <title>Week 13 - Two little Unity3D Experiments</title> 
         <link>http://www.subvertgames.com/blog/16</link> 
         <pubDate>Thu, 21 Apr 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/16</guid> 
         <description><![CDATA[<p>I'm back!</p>
<p>I took one week break from game development and spent the time to unpack boxes and relax with family and friends.
The weather in Sardinia can't be better and inspires me to get out more often and enjoy the wilderness of nature away from the cities.</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/sardinia-1.jpg"><br/> Sardinia, Italy</div><p>Starting to work again after a break is hard for me...I can barely remember what I was doing,
so I tried to work only on "fun things". Being a programmer by trade "fun things" mean a lot of code :D</p>
<p><h3>Experiment #1: GUI</h3>
The first experiment was a new GUI framework for unity. I've already expressed <a href="http://www.subvertgames.com/blog/15">my feelings about
the current state of GUI programming in unity</a>, I won't bore you again.</p>
<p>My goal is to create a framework that uses very few draw calls to draw the widgets and handles a lot of text.</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/SubGUI3.jpg"><br/> Left: final result. Right: 3D scene view</div><p>How it works?</p>
<p>The core uses the same path already taken from many UI framework for unity: an orthographic camera, some meshes generated at runtime, texture atlases and lots of UV work.</p>
<p>At the moment I'm generating 2 meshes: the first is used for all the widgets (label, buttons, etc...) and the second
is used only for text.</p>
<p>The bitmap font renderer was the hardest part but luckily there's lot of examples about
how to implement such a thing. I'm using the <a href="http://www.angelcode.com/products/bmfont/">AngelCode Bitmap font generator</a> to create
the glyph atlas. This part is pretty finished, I only need to implement the kerning and multiple font support. :)</p>
<p>It's fast :D</p>
<p>Here's the code used for a simple window with a label and a button...isn't pretty?</p>
<pre class="brush: csharp">class MyUI : SubWidget
{
	SubButton btn1;
public MyUI() : base( "MyUI" )
	{
		setBGColor( new Color( 0.37f, 0.63f, 0.75f ) ); // blue background
// create a red label
		SubLabel lbl1 = new SubLabel( "test label" );
		lbl1.setRect( 10, 100, 300, 200 );
		lbl1.setBGColor( new Color( 0.5f, 0.0f, 0.0f ) );
		lbl1.text = "I'm a label!";
// create a green button
		btn1 = new SubButton( "btn1" );
		btn1.setSize( 300, 50 );
		btn1.setBGColor( new Color( 0.2f, 0.35f, 0.11f ) );
		btn1.lmb_clicked_cb = onBtnClicked;
// create a fixed layout
		SubFixedLayout layout = new SubFixedLayout( this );
		layout.addWidget( lbl1 );
		layout.addWidget( btn1 );
	}
/// Called when the widget container is resized 
	public override void onParentRectChanged ()
	{
		// keep this widget "fullscreen" leaving a margin of 100px
		setSize( Screen.width - 100, Screen.height - 100 );
		alignCenter();
// align the button horizontally
		btn1.alignHCenter();
	}
public void onBtnClicked( SubButton btn )
	{
		Debug.Log( "Someone clicked the button!!!" );
	}
}
</pre><p><h3>Experiment #2: Static mesh combine</h3>
This experiment goal was to reduce the amount of draw calls needed to render a big scene composed of many little
modular pieces.</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/CombineMesh1.jpg"><br/> The modular test level</div><p>The test level I'm using is composed of 796 pieces.
Such a high number of pieces is causing me some problems:
<ul>
<li>lightmap (too much wasted space between pieces and lot of artifacts)</li>
<li>too many draw calls</li>
</ul></p>
<p>Activating "static batching" and using occlusion culling helps greatly in reducing the overall 
draw calls count but the overhead it's still too high for my old 2007 MacMini (my low end target).</p>
<p>To reduce the number of polygons I hacked the CombineChildren.cs script shipped with unity
to be used in editor mode and not at runtime.
This way the combined meshes are visible in the editor and I can create lightmaps for them.</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/CombineMesh2.jpg"><br/> Big combined meshes</div><p>The script is used to create several meshes: mesh are combined when using the same material and if they are in the same "sector".
I found that subdiving the entire 256x256 meters map in 64 sectors is enough to keep the advantages of mesh combination without killing
the occlusion culling algorithm due to too much large meshes.</p>
<p>After running the script, the level was reduced <b>from 796 to only 21</b> big meshes (thanks to the fact I'm reusing a lot of materials).</p>
<p>As final step in the script I'm recreating the secondary UV for the newly created meshes.
The created Lightmaps are now wasting less space between UV islands and the UV topology is cleaner too, resulting in less visible seams between meshes.</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/LightmapComparison.jpg"><br/> Left: Lightmap of a modular map. Right: Lightmap of a combined modular map</div><p>That's all for this week update, the next thursday it's <i>Alpha 2</i> time!</p>
]]></description> 
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      <item> 
         <title>Week 12 - Item containers (part II)</title> 
         <link>http://www.subvertgames.com/blog/15</link> 
         <pubDate>Thu, 07 Apr 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/15</guid> 
         <description><![CDATA[<p>I need a break from the permanent german cloud cover and in a week I'll fly back to the beautiful and sunny <a href="http://en.wikipedia.org/wiki/Sardinia">Sardinia</a>.
I really miss the sun and a clear sky.</p>
<p>Yes, my mood is affected by the bad weather, but also by <i>Immediate Mode GUI</i>. What? You never heard of IM GUI?</p>
<p><h3>On Immediate Mode GUI</h3>
The design of a good user interfaces is one of the hardest task I ever met. I'm not new in creating windows, buttons and all the 
related logic behind them but I still feel like a newbie...everytime there's something new to learn and I just found that designing 
a GUI for a game is a completely different thing.</p>
<p>While developing a desktop application there are many conventions and guidelines. GUI toolkits designed for the desktop enforce and
make easy for the developer to stay inside these guidelines.</p>
<p>But...there's no common human interface guideline for games!
Also, there's no common GUI toolkit: every game engine has it's own toolkit with its own quirks and often you cannot switch easily to
another toolkit.</p>
<p>The game engine I'm using, Unity, is no exception. Unity's approach is to use "Immediate Mode GUI" and I think it's perfect when you're
prototyping a game or doing something really basic. The drawback is that creating complex UI or a custom widget become a pain.</p>
<p>Another big problem I had with immediate mode gui is the insane number of draw calls reducing framerate and overall performance.</p>
<p>Probably it's just me but I prefer an "old-style" GUI toolkit, the one with a hierarchy of widgets and with UI state inside the widgets.
I mean, I want the button widget to store its pressed/unpressed state inside itself and not having a "btn1PressedState" variable around my
game code. If I ever need that state back I'll just ask the button for it.</p>
<p>I need a different GUI toolkit. The NIH syndrome strikes again and I'm already working on a new toolkit.</p>
<p>ok...ok...enough rant for today...</p>
<p><h3>This week changes</h3></p>
<p>Continuing from the last week development I'm still working on the Item Container UI. I made some nice progress and the same window is going
to be used also for the party inventory with little modifications. I hope you like the new layout changes too, I'm trying to keep
everything minimal and easy to read.</p>
<p>Changes
<ul>
<li>Item list filter: All, Weapons, Armor, Consumables</li>
<li>Item list pagination</li>
<li>Item basic attributes separated from extra attributes</li>
<li>Placeholder for item image</li>
<li>Panel to show the party currently equipped items and the comparison with the selected item (still WIP)</li>
<li>Started the party inventory code and basic character stats</li>
</ul></p>
<p>Enjoy the weekly video changelog and remember to subscribe to youtube channel!</p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/_xf2QjWL0uc?hd=1" frameborder="0" allowfullscreen></iframe>
	</p><p><center><iframe src="http://www.youtube.com/subscribe_widget?p=SubvertGames" style="margin-top: 10px; border: none; overflow: hidden; height: 100px;" scrolling="no" frameborder="0"></iframe></center></p>
]]></description> 
      </item>

      <item> 
         <title>Week 11 - Item containers (part I)</title> 
         <link>http://www.subvertgames.com/blog/14</link> 
         <pubDate>Thu, 31 Mar 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/14</guid> 
         <description><![CDATA[<p>Last week I finished the "movement" milestone and published the <a href="http://www.subvertgames.com/play">first playable alpha</a>...so what's next?</p>
<p>The next milestone (alpha 2) will focus on item management and inventory.
It's one of the most important part of a RPG game and in my opinion a bad user interface can ruin the entire game experience.
I'll try to make a simple and clear interface first and then ruin everything adding graphics and useless features ;-)</p>
<p>Here's the fist step, the "item container" thing. Inside the game an item container is an object you can interact with carrying one or more item inside.
This can be a simple storage box like I used in the video or something like a dead enemy body you can search for loot.</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/ObjectHighlight.jpg"><br/> Left: normal object. Right: highlighted object</div><p>Every object you can interact in the game is now using the same graphical feedback with a nice highlight effect.
For the unity people interested in how the shader works <a href="http://cdn2.subvertgames.com/website/blog/ObjectSelectionShader.jpg" target="_blank">here's the graph</a> made with Strumpy's Shader Editor.
It's a normal-mapped shader with the addition of a "_selection" input controlling the amount of highlight.</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/ItemDetails.jpg"><br/> Who knew a single pizza is worth +70 HP?</div><p>Left click to open the container and...here's the <i>Found items panel!</i>
On the left you can see the found items (sorted by category: weapons first, armor and then consumables) and clicking on one you can see the complete
description and all the item attributes.</p>
<p>That's all for this week, enjoy the video!</p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/qQTuA2jiKVc?hd=1" frameborder="0" allowfullscreen></iframe>
	</p><p><center><iframe src="http://www.youtube.com/subscribe_widget?p=SubvertGames" style="margin-top: 10px; border: none; overflow: hidden; height: 100px;" scrolling="no" frameborder="0"></iframe></center></p>
]]></description> 
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      <item> 
         <title>Week 10 - Alpha #1</title> 
         <link>http://www.subvertgames.com/blog/13</link> 
         <pubDate>Thu, 24 Mar 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/13</guid> 
         <description><![CDATA[<p>First milestone "Movements" reached! It's time to celebrate with something new...</p>
<p><h3>Is this a game?</h3></p>
<p>No lies. There's no game yet but, while still working on it, I'm giving you the chance to try a little slice of gameplay.
In this first alpha build you can walk around inside 2 maps (Blue and Red map, try to locate the portals to move between them!) to test the movements and the party basic behaviour (follow the leader, hold positions).</p>
<p><h3>The promise</h3></p>
<p>I'm going to create a new and publicly playable "Alpha version" every month. Unpolished and with lots of rough edges but hey...it's the price to pay for the preview :)</p>
<p><h3>Alpha version?</h3></p>
<p>Alpha version means that everything is still in progress and not all the features are implemented or final, so your 
comments and suggestions can really help to shape a better game.</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/alpha1.jpg"><br/> First playable alpha, in your browser!</div><p><h3>This week changes</h3>
<ul>
<li>Main menu and in-game instructions</li>
<li>Shader "level of detail" for better support on low performance video cards</li>
<li>Added some placeholder background tracks and a brand-new music system</li>
<li>A new little maze in the Red Level to test the follow behaviour of party members</li>
</ul></p>
<p><div align="center" style="margin-top: 40px; margin-bottom: 40px">
<h3><a href="http://www.subvertgames.com/play#w">Try the Alpha #1 "Movements" in your browser</a></h3>
</div></p>
]]></description> 
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      <item> 
         <title>Week 9 - Pausing the game</title> 
         <link>http://www.subvertgames.com/blog/12</link> 
         <pubDate>Thu, 17 Mar 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/12</guid> 
         <description><![CDATA[<p>no, no. The game development wasn't stopped...the pause I'm talking about is the in-game pause. <i>Adam, don't worry :)</i></p>
<p>What is this pause for? Well, the game I'm developing is not an action game and even if some action
will be present you'll might need to pause, think, give orders to your party members and only then continue
to play (especially in big and complex combat scenes).
If you're used to play <i>"Dragon Age"</i> or <i>"Star Wars: Knights Of The Old Republic"</i> you surely know the 
importance of pause in the gameplay.</p>
<p>Right now during pause you can only rotate the camera and switch party leader but as soon as I implement combat I'm going to add
more actions (like attack, use item, etc..).</p>
<p>Visually there's nothing fancy, I'm just using a simple "vignetting" fx to show that the game is paused.</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/Pause.jpg"><br/> Pause!</div><p>How this works? Unity has a useful property to set the speed of the physics engine.
Just set <i>"Time.timescale = 0"</i> to completely pause the physics engine.
Now every movement is stopped...but I still needed to move the camera so this forced me to juggle 
some code around the fact that during pause the FixedUpdate callback isn't called anymore.</p>
<p><h3>Some extra features...</h3>
Remember the old post about the <a href="http://www.subvertgames.com/blog/5">"third person camera"</a>? I improved the way the camera
behave when the leader gets occluded by a thin object, like a pillar or a tree trunk.</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/Camera3Rays.jpg"><br/> Beware! The camera is shooting rays!</div><p>Instead of using a single raycast to detect if a collider is between the camera and the character, now I'm
using 3 rays and the character will be in "occluded" state only when all rays are shorter than the minimum.
Still not perfect, sure, but take a look at the video below for a comparison between the old and the new technique.</p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/hma67uwl8Hs?hd=1" frameborder="0" allowfullscreen></iframe>
	</p><p><center><iframe src="http://www.youtube.com/subscribe_widget?p=SubvertGames" style="margin-top: 10px; border: none; overflow: hidden; height: 100px;" scrolling="no" frameborder="0"></iframe></center></p>
<div align="center"><img src="http://cdn2.subvertgames.com/website/static/separator.png" border="0"></div><p>...right now there's still much to do and everything is not polished yet but...I was thinking about making <a href="http://www.subvertgames.com/blog/13">a 
public alpha</a> for you to test and comment..are you interested?</p>
]]></description> 
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      <item> 
         <title>Week 8 - Moving between maps</title> 
         <link>http://www.subvertgames.com/blog/11</link> 
         <pubDate>Fri, 11 Mar 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/11</guid> 
         <description><![CDATA[<p>It's late..again. This time the entire programming, audio, graphics departments of SubvertGames were missing...it's not my fault, trust me!</p>
<p><b>Yes, I got flu.</b></p>
<div align="center"><img src="http://cdn2.subvertgames.com/website/static/separator.png" border="0"></div><p>Let's talk about moving between maps.
The game world is subdivided in many small maps (up to 256x256 meters per map) because it's the only way to have detailed locations and performance.</p>
<p>How things works? We have "Spawn points" and "Portals".</p>
<p>A spawn point is nothing special, it's only a placeholder GameObject.
Its position and Y-axis rotation will be used to place the player once loaded the new level.</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/spawn_point.jpg"><br/> Spawn point</div><p>A portal is a trigger gameobject created with a simple box collider and two attributes:
<ul>
<li>Next map</li>
<li>Next spawn point name</li>
</ul>
When the player enters the portal a piece of code will load the related map. After the new level is loaded the player will be placed in the same position of the target spawn point.</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/portal.jpg"><br/> A portal! GLaDOS not included.</div><p>Easy uh?</p>
<p><h3>How to keep game state?</h3></p>
<p>Loading a new level it's the easy part...but every GameObject will be destroyed when the scene is unloaded.
So, how to keep data and game state alive between level changes?</p>
<p>This simple script will keep a gameobject from being destroyed on scene change:</p>
<pre class="brush: csharp">void Start()
{
	DontDestroyOnLoad( this );
}
</pre><p>I started creating an empty GameObject named "_GAME" that uses that script.
Then I put every GameObject I want to keep alive between scene change as a child to "_GAME".
This way I can store values and GameObjects and be sure they will be still here when loading a new scene.</p>
<p>The only drawback is that I was forced to move a lot of code and rethink the connections between gameobjects but being a programmer that was the fun part, or not? :)</p>
<p><h3>Extra - Information panel</h3></p>
<p>Also, I started working on interactive objects and the related information panel.
This panel will be very useful to show information about objects and other characters.</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/InfoPanel.jpg"><br/> Information panel</div><div align="center"><img src="http://cdn2.subvertgames.com/website/static/separator.png" border="0"></div><p>...and as always...enjoy this week video and remember to subscribe!</p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/Abdba25dPBg?hd=1" frameborder="0" allowfullscreen></iframe>
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]]></description> 
      </item>

      <item> 
         <title>Week 7 - Party</title> 
         <link>http://www.subvertgames.com/blog/10</link> 
         <pubDate>Thu, 03 Mar 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/10</guid> 
         <description><![CDATA[<p>5 notable things happened this week:
<ul>
	<li>Everyone is at GDC but me.</li> 
	<li>iPad 2 was announced</li>
	<li>I ate too many <a href="http://messinthekitchen.blogsite.org/2011/02/24/frittelle-di-riso-di-san-giuseppe/">"Frittelle di riso"</a></li>
	<li>I saw the sun in Hannover, yes..and the sky was clear too (a miracle!)</li>
	<li>Adam got two new friends</li>
</ul></p>
<p>...more seriously...yes, Adam got two new friends and now they are forming a party.
Inside the game the player will be in control of the party leader and will give command to the other party members but 
without directly controlling their movement.</p>
<p>I've added a simple "Party status bar" on the leftmost part of the screen showing a summary of the characters attributes (like "next attack time" and HP).
Clicking on the character face in party status bar will set this character as leader. Alternatively pressing TAB key cicles the leader between the party characters.</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/party.jpg"><br/> Green, White, Red! How stylish are they?</div><p>There are two main party behaviour:
<ul>
	<li>Follow the leader: every character in the party will follow the leader</li>
	<li>Hold position: every character will stay in position while the leader is free to move</li>
</ul></p>
<p>Characters are always forming a triangle with the leader on top and I'm using a simple 
follow behaviour based on line of sight: sometimes a character will get stuck in level
geometry and lost the leader...but don't worry, a pathfind solution is already planned :)</p>
<p>Enjoy the video, see you next time and remember to subscribe to the youtube channel!!</p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/eRVJxp1Br0U?hd=1" frameborder="0" allowfullscreen></iframe>
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]]></description> 
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      <item> 
         <title>Week 6 - Custom character lighting</title> 
         <link>http://www.subvertgames.com/blog/9</link> 
         <pubDate>Wed, 23 Feb 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/9</guid> 
         <description><![CDATA[<p>This week changes:
<ul>
	<li>blob shadow for characters</li>
	<li>updated character shader to work on older SM2 cards</li>
	<li>procedural head turn</li>
	<li>project updated to unity 3.2</li>
</ul></p>
<p>I'm using my 2007 Mac Mini as a low end target and by the time I'll complete the game I think everyone will be using a better computer.
It has a powerful video card...the almighty Intel GMA 950! Wow, that videocard is so powerful that even my toaster render pixel faster.
Simple shaders are supported (shader model 2) but any fullscreen image effect will hit hard on the framerate.
Shadows are not even an option and even with only 2 lights it cannot reach more than 10 FPS.</p>
<p>So, with all these limitations there are very few choices to make. Here's the recipe:
<ul>
	<li>No dynamic shadows</li>
	<li>Everything will be baked or preprocessed offline</li>
	<li>No dynamic lights (almost)</li>
</ul></p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/level_lightmap.jpg"><br/> Plain (left) vs Lightmapped scene (right)</div><p>Beast is doing a great job with lightmaps and since the characters are always near to the ground I'm 
sampling the lightmap texture on the floor to get the "ambient" color.
It's far to be realistic or accurate but it's very lightweight and characters blends nice with the static environment.</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/CharInLight.jpg"><br/> Diffuse specular (left) vs Custom shader (right)</div><div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/CharInShadow.jpg"><br/> Diffuse specular (left) vs Custom shader (right)</div><p>The character shader is still very basic. I'm trying to achieve a "stylized lighting" using:
<ul>
<li>One real-time directional light from top (adds a bit of specularity)</li>
<li>Half-Lambert shading</li>
<li>RimLight (make the character outline visible even in the dark)</li>
<li>Fresnel term to make normalmaps details visible even without lights</li>
</ul></p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/FLqFAvaKvIg?hd=1" frameborder="0" allowfullscreen></iframe>
	</p><div align="center"><img src="http://cdn2.subvertgames.com/website/static/separator.png" border="0"></div><p>...yes, Adam also got friends. Let's talk about party management the next time...</p>
]]></description> 
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         <title>Week 5 - New App Engine website</title> 
         <link>http://www.subvertgames.com/blog/8</link> 
         <pubDate>Mon, 21 Feb 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/8</guid> 
         <description><![CDATA[<p>It's late. I promised myself to write the weekly update every thursday but this week I got another attack of "Not invented here syndrome".</p>
<p>You know...I started writing a new blog post, adding some images, something else here, something there...and still was not happy of the result.
I was using Wordpress and despite being a great blog software I didn't really understand all its unnecessary complexity.
Every time I wrote some html code, hit save button and...all my formatting is lost forever :(</p>
<p><i>"How hard it could be? It's just a blog, not rocket science!"</i> ...and one minute later I was starting to code this new website from scratch.</p>
<p>This time I choosed to try <a href="http://code.google.com/appengine/">Google App Engine</a> instead of using the usual <a href="http://en.wikipedia.org/wiki/LAMP_(software_bundle)">LAMP</a> stack.
Why App engine? Well...<i>it just works</i>. Wolfire's blog have a <a href="http://blog.wolfire.com/2009/03/google-app-engine-for-indie-developers/">very good post</a> about it, go read it.</p>
<p>Everything looks good and I'm really happy with the results.
In the future I'm planning to add more, like the game webplayer for the playable demo
and all the related user management here... only then my need to reinvent the wheel will be satisfied ^_^</p>
<p>Hope you like the new graphics and layout, I'm trying to keep the website simple and clean, if you find errors or broken links please report them.</p>
]]></description> 
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         <title>Week 4 - Minimap, Footsteps and custom reverb</title> 
         <link>http://www.subvertgames.com/blog/7</link> 
         <pubDate>Thu, 10 Feb 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/7</guid> 
         <description><![CDATA[<p>Hi folks, this week I worked on many cool features for the upcoming "Still-unnamed rpg tech demo".</p>
<p>The work started last week on the <a href="http://www.subvertgames.com/blog/6">minimap</a> is finished and I spent some extra time to experiment and hack things inside Unity3d.</p>
<p>Here's some freshly added features:
<ul>
	<li>Minimap: semi-transparent background for the non-walkable part of the map</li>
	<li>Minimap: "North" icon</li>
	<li>Minimap: Player trail (this features should help people not very used to look through a rotating map)</li>
	<li>Minimap: smooth circular mask</li>
	<li>Footstep detection and sound</li>
	<li>Dynamic reverb effect based on room size or wall proximity</li>
	<li>Initial post-process shader</li>
	<li>Ambient lighting test for characters</li>
</ul></p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/week4.jpg"><br/></div><p>As you can see in the video, everything static is lightmapped and only one dynamic light is used for the characters and moving elements. My goal is to allow people to play at 60FPS even on old hardware. Some of the things that are more heavy on the graphic card are shadows and dynamic lighting. Yes, shadows a dynamic lights looks cool but why not experiment with some old school technique?</p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/rbT3HuT_zUg?hd=1" frameborder="0" allowfullscreen></iframe>
	</p><p>So, during the creation of the walkmap now I'm also creating a texture I like to call "ambient map".</p>
<div align="center"><img src="http://cdn2.subvertgames.com/website/blog/ambient_map.png"></div><p>The so called "ambient map" only capture indirect lighting from the lightmaps and will be used to add some indirect lighting to all the moving objects close to the ground, including characters.</p>
<div align="center"><img src="http://cdn2.subvertgames.com/website/static/separator.png" border="0"></div><p>If you are interested, please <a href="http://feeds.feedburner.com/SubvertGames">subscribe</a> and see you the next thursday for <a href="http://www.subvertgames.com/blog/9">more information about it</a>.</p>
]]></description> 
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         <title>Week 3 - Minimap, part 1</title> 
         <link>http://www.subvertgames.com/blog/6</link> 
         <pubDate>Thu, 03 Feb 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/6</guid> 
         <description><![CDATA[<p>Another week. Another status update.</p>
<p>This week I've been working like crazy on many things and the progress really inspires me to continue this <a href="http://www.subvertgames.com/blog/2">development journey</a>. One of the thing I've been working on is a minimap component! I always get lost (even in real life) and I think is one of the most important part of the user experience in games.</p>
<p>When I'm playing a game I don't want to get lost and too many times I keep wandering because I had no clear map or just because I forgot where to head next.</p>
<p>Here's my key point to a map system:
<ul>
	<li>Easy to read: a simple and schematic map is the best, leave all the detail in the 3d view and put only important ones in the minimap.</li>
	<li>Enemy/friends position: the minimap shows the position of the people around you allowing an easier strategic planning during battles.</li>
</ul></p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/MinimapScreenshot.jpg"><br/></div><p>Since the level will be mostly static I choosed to preprocess the level data inside the unity editor and bake the walkmap data inside a texture.</p>
<p>I'm creating the walkmap (the walkable part of the map) scanning the level with a simple flood fill algorithm. <i>Just decide a starting point and use raycast to find the ground level. Use the ray hit position and angle to decide if that position is walkable or not. You can also use the API Physics.CheckSphere for extra checks.</i></p>
<div align="center"><img src="http://cdn2.subvertgames.com/website/blog/walkmap1.png"></div><p>Ok, now I have a texture, how do I show that in the game? At first I used a simple GUI.DrawTexture to draw the walkmap to the screen but I needed more..something like zoom, scroll, rotation around character position and a circular shape. <i>The only way I found to do that is to use a custom shader, a mask texture for the circular cutout, a script to handle some voodoo UV translation and GUI.matrix manipulation...and a headache...</i></p>
<div align="center"><img src="http://cdn2.subvertgames.com/website/blog/mask_walkmap.png"></div><p>Next step is to add character positions and point of interest markers. Nothing too fancy here, just some GUI.DrawTexture calls and some trigonometry.</p>
<p>Future enhancements in "Minimap, part 2":
<ul>
	<li>semi-transparent background for the non-walkable part of the map</li>
	<li>border glow inside the script (I'm tired to do that all the time inside an image editor)</li>
	<li>"North" icon</li>
	<li>Target point and direction arrow to reach that point</li>
</ul></p>
<div align="center"><img src="http://cdn2.subvertgames.com/website/static/separator.png" border="0"></div><p>That's all for this week, if you liked this post be sure to <a href="http://feeds.feedburner.com/SubvertGames">subscribe</a>, see you next thursday!</p>
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         <title>Week 2 - Third person camera</title> 
         <link>http://www.subvertgames.com/blog/5</link> 
         <pubDate>Thu, 27 Jan 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/5</guid> 
         <description><![CDATA[<p>This week I managed to create a basic third camera setup and our character prototype Adam.</p>
<p>You should already know about Adam, in this video he is running inside a test scene in order to test the freshly written camera script. <i>Thank you Adam!</i></p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/i-_HCiPc9rw?hd=1" frameborder="0" allowfullscreen></iframe>
	</p><p>I choosed to not allow the player to rotate the camera "up&down" (X axis rotation) but only "horizontally" (Y axis rotation). Some people will dislike this behavior for sure but I'm going to sacrifice some features in order to create a nice camera: too many times I got frustrated by the poor third camera movement used in games. Yeah, I know..it's not easy. My choice is to remove some direct control from the user and let the game decide, anticipating what the player will want to see. For example the camera right now is lowering the height and distance from the player when hitting walls too often. Another example of a future implementation is to correct the point of view when the player is moving thru stairs.</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/ThirdCameraSetup.jpg"><br/></div><p>Current controls are:
<ul>
	<li>WASD: move the player</li>
	<li>right mouse button drag: rotate the camera around the player</li>
	<li>mouse scrool wheel: change the player-camera distance</li>
</ul></p>
<div align="center"><img src="http://cdn2.subvertgames.com/website/static/separator.png" border="0"></div><p>As always..it's still not perfect and I will continue working on it. Have you any suggestion or reference to create the best camera setup ever? ;)</p>
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         <title>Meet Adam</title> 
         <link>http://www.subvertgames.com/blog/4</link> 
         <pubDate>Mon, 24 Jan 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/4</guid> 
         <description><![CDATA[<p>In the <a href="http://www.subvertgames.com/blog/3">previous post</a> I wrote I was going to show you the first game character...ok, I cheated...since I haven't decided a story yet this is not a real character but let me introduce you "Adam". He will be the male character placeholder during the prototype phase of the game and he's eager to start moving inside some test level.</p>
<p>Adam was modeled, rigged and animated inside Blender and then seamlessy imported into Unity3d.</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/Adam_model.jpg"><br/></div><p>I made some test animations like "idle", "walk", "run" and then I used the unity3d ability to "sync" between different animations. Of course this will work only if the animations are similar (like starting a run/walk cycle always with the same foot). Once the animations are "synced" you could use the usual Animation.blend or Animation.crossfade methods to mix them using the character speed as parameter.</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/Adam_RunCycle.jpg"><br/></div><p>The result is still not perfect and there's some feet sliding but it's enough to keep the project going and for a prototype made with programmer's art.</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/Adam_third_person_camera.jpg"><br/></div><p>Yes, you may have noticed I'm using a third person camera setup in the last image, see you on Thursday for more information about it.</p>
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         <title>Week 1 - Basic character movements</title> 
         <link>http://www.subvertgames.com/blog/3</link> 
         <pubDate>Thu, 20 Jan 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/3</guid> 
         <description><![CDATA[<p>As I wrote in the <a href="http://www.subvertgames.com/blog/2">last post</a> I'm going to create a Role Playing Game, so let's start with the basics of character movement.</p>
<p>I want to be able to move many characters using low amount of CPU cycles and still have in depth control about things like where to walk and where not (in the future a walkmap texture will be auto-generated from the level). Unfortunately the default Unity3D character controller is not very customizable in this case and so I choosed to write a custom one.</p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/CharacterSetup.jpg"><br/></div><p>My solution is to use a simple script controlling a setup like this:
<ul>
	<li>a capsule collider component, for handling collisions with the other characters and the world</li>
	<li>rigidbody component</li>
	<li>a raycast to "sense" the ground height</li>
</ul></p>
<p>The script sense the ground height every time the FixedUpdate callback is called and adjust the Y position of the character accordingly. This way I can move freely the character being sure it's always touching the floor (for simplicity's sake all the gameplay will be 2D, completely ignoring the vertical axis).</p>
<p>The movement part is really simple: I'm using a 2D vector (the green line in the video) to tell the character the desired direction to go and final position is computed taking in account character specific parameters like maximum speed and acceleration.</p>
<p>Yes, there are still some problems when falling from an high place (see the final part of the video) and some minor ones...but it's a start :D</p>
<p>Even if the camera is still fixed at the moment, all the movement is relative to the camera orientation making possible to implement fixed setups like the one shown in the video (useful inside a small room) and a full-featured third person camera in a near future.</p>
<p style="text-align: center;">
	
	<iframe width="500" height="314" src="http://www.youtube.com/embed/-a5FK8jNpWo?hd=1" frameborder="0" allowfullscreen></iframe>
	</p><p>That all for now, see you next time with <a href="http://www.subvertgames.com/blog/4">"my first game character"</a> post.</p>
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         <title>The game idea</title> 
         <link>http://www.subvertgames.com/blog/2</link> 
         <pubDate>Mon, 17 Jan 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/2</guid> 
         <description><![CDATA[<p>Here's some details about my <a href="http://www.subvertgames.com/blog/1">crazy 2011 journey</a>: I’m going to create a computer Role Playing Game from the ground up. I choosed to not choke myself and let this game slip into the "land of unfinished Indie MMORPG" but instead to create an interesting Indie single player RPG.</p>
<p><h2>Gameplay</h2></p>
<p>Very few things are already defined as final but I’m going to start adding features I like from other games and then rework them until they fit with the rest of the game.</p>
<p>The game will have a third-person style camera focused on the main character and you’ll be in a control of a party (up to 5 people) with non-customizable characters. They will have their own appearance and abilities…so no, you cannot call your character <i>"RadioactiveBanana"</i> and be a kick-ass mage/dwarf/whatever…no, simply let the story decide this for you, you’ll be playing a “role” in this game, right?</p>
<p><h3>Exploration</h3></p>
<p>While the world will not be very vast there will be many places to explore and visit. Many world areas will be available in your map but others will still need exploring and mapping.</p>
<p><h3>Combat</h3></p>
<p>You will be able to fight agains groups of enemies and, if you prefer, try to evade from them. There will not be “random combat” scenes (remember the old Final Fantasy games? I hate that random battle part….).</p>
<p>Pause is the key to combat: you can play without interruptions or you can choose to “stop the time” and think more about the battle and strategy. <i>No more twitchy actions in RPG games please!</i></p>
<p><h3>Dialogues</h3></p>
<p>Where are all the good dialogues gone? I still remember (there were fantastic) some dialogue lines used in the old good time of adventure games. Do you? Well, the direction will be to create few people to talk with but with many topics and lines.</p>
<p><h3>Craft</h3></p>
<p>Still not sure about this but it will be cool to create from scratch and enhance regular items with new additions…there’s still time to decide this feature…</p>
<p><h3>Quest/missions</h3></p>
<p>A simple and automatic window to keep track of your in-game laundry list will be available. It’s too bad when you stop playing for a week forgetting what to do and wandering without goals..</p>
<p><h2>Game engine and editor</h2></p>
<div class="postImg"><img src="http://cdn2.subvertgames.com/website/blog/Unity3DLogo.png"><br/></div><p>I used to be proud of my little 3d game engine I created over the years but I must admit that even if it was good I was always working on the engine code rather than creating games.</p>
<p>This time I’m going to use a game engine called <a href="http://unity3d.com/" target="_blank">Unity</a>. It’s a great application, a well organized game engine and editor with a very clean workflow. Many people complains about the renderer but, although isn’t state of art, I think is good enough to create a good game. I’m going to use it for prototyping and building all the systems needed to define the gameplay and also as a level editor (with many custom editor scripts).</p>
<p><h2>Platforms</h2></p>
<p>Using Unity I have a lot of possibilities about the platform to choose. However for this first game I’m going to target only the Windows and Mac OS since they are easier to develop with and test. In the future I could think about downsizing the game art and try to release to smaller and portable devices like iPhone/iPad and Android smartphones.</p>
<p><h2>Controls</h2></p>
<p>How can we control the game? I’m thinking about implementing two main modes:
<ul>
	<li>Keyboard and mouse</li>
	<li>XBox 360 gamepad</li>
</ul></p>
<p>They are quite different and will require a careful planning (especially on the graphical user interface side) but they are what I will expect from a standard game.</p>
<div align="center"><img src="http://cdn2.subvertgames.com/website/static/separator.png" border="0"></div><p>Yes, I know. These are a lot of things to do for a “small game” uh?
It’s not going to be an easy journey, see you on Thursday with the next update: <a href="http://www.subvertgames.com/blog/3">"basic character movements"</a>.</p>
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      <item> 
         <title>Starting my journey in game development</title> 
         <link>http://www.subvertgames.com/blog/1</link> 
         <pubDate>Thu, 13 Jan 2011 12:00:00 GMT</pubDate> 
         <guid isPermalink="true">http://www.subvertgames.com/blog/1</guid> 
         <description><![CDATA[<p>Hello I’m Alessandro Cominu and this is the place where I’ll try to keep everyone up to date about the progress of my games, share tutorials and experiments about game development.</p>
<p>First things first: why I’m doing all this?</p>
<p>Well, to be honest I always had a sweet spot for videogames since my childhood. In the following 
years I always dreamed about making a “real” game, so I studied and worked hard as a computer programmer 
to be able to make it. I started doing some experiments and learning a bit about every aspect of game 
development and eventually I quit my day job. Yes, really. This may sound crazy to someone but I think it’s the 
right time to start this new adventure and announce my “evil world domination plan”.</p>
<p>Here’s the crazy deal:
<ul>
	<li>1 year of time: the game MUST be playable and mostly art complete by the end of this year</li>
	<li>solo project: I’ll be doing all this by myself (with some external help of course)</li>
	<li>I’ll post a project status update every week from now</li>
	<li>nothing too big: I’m going to create a small but fun game</li>
</ul></p>
<p>That’s my evil plan, see you next Thursday!</p>
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