videogame tagged posts

Rendered Isometric Mountains

February 16, 2014 DevBlogDownloads  No comments

Isometric Mountains Sprites Videogames

Once the map is beginning to take shape and already created the rivers and roads, it is time to move to the mountains.
There are several ways to create isometric mountains. For example, we can draw them in code with the following elements:

- A base texture: For example grass.
- A second texture: For example snow for heights.
- A heightmap (or bumpmap) : Where the intensity of white indicates the height of the 3D mesh and the height where the snow starts to appear.
- A lightmap (normal map if you are using dynamic lighting): Include lighting on land is expensive, we can supply the illumination ...

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Making Hispania’s map: rivers.

January 23, 2014 Hispania  No comments

foto_rios1

Upon completion of the textures we start giving detail to the map. These decorative map elements also influence the game mechanics. They are mostly rivers and mountains.

This elements function as borders and define the communication channels . Since ancient times, the roads have followed the course of rivers (as water is essential for the traveler) and avoided the mountains, or searched for walkways through these. In this post we care about the rivers.

The Iberian Peninsula has an extensive river network ...

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Making Hispania’s map: textures.

December 29, 2013 Hispania  No comments

mediterráneo_andalucia-1024x575

The map on which we play is fundamental. The environment is that the player will have closer contact throughout the game. The sovereign, armies, characters, and other interactive elements are moved by it, we will indicate many things we have to assess and control. Furthermore, not only has to be functional, but also aesthetically pleasing, because the idea of the game is that you enjoy hours played and not the other. Therefore I insist: it is fundamental.

No one should be surprised, therefore, that it is taking a long time to do. The work is being intense. First were map textures...

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About DevBlog

December 8, 2013 DevBlog  No comments

DebBlog Blod de Desarrollo

When developing video games, one of the things that I like most is to think how to solve different problems or difficulties that I’m finding. In the case of “Hispania: Saints & Warriors”, this could be initially make an engine that is capable of supporting multi-resolution to accommodate all monitors and graphics cards, figure out how to integrate 3D elements with 2D elements in the same plane (as 2D is drawn on the screen resolution and the 3D is a projection), how to make an animation for trees (which requires applying mathematical equations), etc.

Therefore, I don’t like Googling to solve t...

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‘Hispania’: The game’s concept

November 25, 2013 Hispania  No comments

601px-ChristianAndMuslimPlayingChess

The concept of Hispania is very simple: you will be a king in the Middle Ages. The scene chosen is Spain during the Reconquista period, for a lot of reasons, but mainly because its possibilities had been underrated and never represented at a videogame. It also offers more game possibilities than other places in this period.

Somebody enthusiastic about strategic historical or fantastic games may argue that this idea is not original at all. And in large part it is true. Hispania returns to the experience of empire building, where you have to assume the role of a ruler to enlarge your kingdom, de...

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Choosing Gaming Platform for Hispania

November 3, 2013 DevBlogHispania  One comment

Hispania Windows8

As mentioned in the introduction to Nirdia.com, our goal is to create quality games, which carries a high graphics performance and processing.

Thus, initially the game will not be developed for mobile devices or tablets, but for desktop computers and laptops. Thereafter we will be able to consider of adapting the game to other devices.

The aim is to work with HD images, which entail large data storage capacity (approximately 2 to 4 GB). In addition, we will have to store a large amount of resources into RAM memory...

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‘Media Tempestas’, the grandfather of ‘Hispania’

October 30, 2013 Hispania  No comments

Media Tempestas
Before ‘Hispania: Saints & Warriors’ there was ‘Media Tempestas: Hispania’. This ‘Media Tempestas’ was a humble oldie-style strategic game, programmed by me alone in QBasic and focused on the Spanish Reconquista. It was a modest design. After all, this kind of games don’t demand a lot of resources and are thought to please a very limited audience. It was, simply, a personal project for a personal satisfaction.
The idea of ‘Media Tempestas’ was born at my degree lectures on Spanish Middle Ages during my university days, at the beginning of the present century...
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