Sacred 2: Fallen Angel Developer Diary #5 & #6
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To me, the best thing about my task is the fact that the quest system combines the work of all my colleagues. The level designers' great scenery, the modelers' cool 3D objects, the extremely complex game logic and, of course, the exciting story - the quest system requires all of that, and so I'm always the first to see and play Sacred 2! I add my colleagues' finished components, code some modifications here and there, remove bugs and develop missing program parts, which may be not as "popular", but have to be coded nevertheless. Algorithms, debugging, coding graphics, logic, network, web server and databases for Windows, Linux and console - a challenging mix of technologies, but, after all, that's what makes it all so special!
And a snip from diary #6:
A friend of mine (fashion designer and makeup artist) is currently working on the styling for body and face. Before branding models with real tribals, you rather choose theatre makeup :-) Personally, I spend my weekends working on armor parts, which turned out to be harder than I thought - I've already went through an incredible number of expensive tests with various materials (metal, plastic, cardboard), but the result never really satisfied me. Metal might look great, but it's heavy, sharp-edged and uncomfortable to wear. Papier-mâché looked too cheap, and I don't want to go for a camp look here. Anybody who's active in the LARP community (Live Action Role Playing) will know what I mean.