<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>RuneStorm Blog</title>
	<atom:link href="http://www.runestorm.com/blog/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.runestorm.com/blog</link>
	<description>The RuneStorm Blog</description>
	<lastBuildDate>Tue, 28 Feb 2012 13:48:29 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.2.1</generator>
		<item>
		<title>Our UDK project updating procedure</title>
		<link>http://www.runestorm.com/blog/2012/02/28/our-udk-project-updating-procedure/</link>
		<comments>http://www.runestorm.com/blog/2012/02/28/our-udk-project-updating-procedure/#comments</comments>
		<pubDate>Tue, 28 Feb 2012 13:00:45 +0000</pubDate>
		<dc:creator>DarkCarnivour</dc:creator>
				<category><![CDATA[Rooks Keep]]></category>
		<category><![CDATA[UDK]]></category>
		<category><![CDATA[Dev Log]]></category>
		<category><![CDATA[Unreal Development Kit]]></category>

		<guid isPermaLink="false">http://www.runestorm.com/blog/?p=175</guid>
		<description><![CDATA[<p>This is a basic look at the procedure we use to update our projects to newer UDK builds. I use the update for Rooks Keep I performed today as an example.</p>
<p>&#160;<br />
First of all, UDKs are installed in a folder named to obviously incidate the project, but also the name must show the UDK version.<br />
The format looks like this: <strong>SuperFunGame-20XX-XX</strong>.<br />
I install the January 2012 UDK for Rooks Keep to a folder named: <strong>RooksKeep-2012-01</strong>.<br />
This folder sits next to previous project installs like: <strong>RooksKeep-2011-09</strong> and so on.<br />
<strong>I NEVER try to overwrite the old install!!!</strong><br />
<a… <a href="http://www.runestorm.com/blog/2012/02/28/our-udk-project-updating-procedure/" class="read_more">...Read More...</a></p>]]></description>
			<content:encoded><![CDATA[<p>This is a basic look at the procedure we use to update our projects to newer UDK builds. I use the update for Rooks Keep I performed today as an example.</p>
<p>&nbsp;<br />
First of all, UDKs are installed in a folder named to obviously incidate the project, but also the name must show the UDK version.<br />
The format looks like this: <strong>SuperFunGame-20XX-XX</strong>.<br />
I install the January 2012 UDK for Rooks Keep to a folder named: <strong>RooksKeep-2012-01</strong>.<br />
This folder sits next to previous project installs like: <strong>RooksKeep-2011-09</strong> and so on.<br />
<strong>I NEVER try to overwrite the old install!!!</strong><br />
<a href="http://www.flickr.com/photos/darkcarnivour/6791897660/" title="Rooks Keep UDK installs. Pretty glorious aren't they?"><img src="http://farm8.staticflickr.com/7187/6791897660_541d52b603.jpg" width="270" height="88" alt="Rooks Keep UDK installs. Pretty glorious aren't they?"></a></p>
<p>&nbsp;<br />
Once the fresh install is done, I set up desktop shortcuts for: the x86 game exe, the x64 game exe and the editor. I set the &#8220;<strong>-log</strong>&#8221; switch on the game shortcuts so the log output window shows up while the game runs.<br />
I then test out the shortcuts and make sure it all runs.<br />
<a href="http://www.flickr.com/photos/darkcarnivour/6791898330/" title=""><img src="http://farm8.staticflickr.com/7038/6791898330_12943d8ae4.jpg" width="285" height="131" alt=""></a><br />
<a href="http://www.flickr.com/photos/darkcarnivour/6791898954/" title=""><img src="http://farm8.staticflickr.com/7063/6791898954_b39abaea8a.jpg" width="373" height="259" alt=""></a></p>
<p>&nbsp;<br />
Now on to making it use our own project.<br />
All conent for our projects is always contained in a folder structure seperate from the other UDK and example game content. In this case, the folder where all Rooks Keep&#8217;s content goes is <strong>..\UDKGame\Content\RooksKeep</strong>.<br />
To put content in the new install is very simple, I just copy the whole RooksKeep content folder. Done.<br />
The localzation files are in a different folder and I have to copy the individual files. There are only three of them in RooksKeep for now. We never edit the stock UDK localization files.<br />
Source code is also quite straight forward. We have three class packages and I just copy those folders across into the <strong>&#8230;\Development\Src\</strong> folder. I make sure to NEVER edit any of the UDK&#8217;s packages and classes, so that whole headache is completely avoided here.<br />
If you noticed that I didn&#8217;t copy the compiled .u script files, that was completely deliberate. The old binaries will just crash the new install, so I will have those compiled from source code instead.<br />
<a href="http://www.flickr.com/photos/darkcarnivour/6938014909/" title=""><img src="http://farm8.staticflickr.com/7178/6938014909_1eb10c5cfc_z.jpg" width="640" height="528" alt=""></a></p>
<p>Ok, that was all the easy stuff. Next I have to do the config files.<br />
There are a few custom .ini files that are specific to RooksKeep. I just copy those into the new install and there is nothing to overwrite.<br />
The main config files are called DefaultEngine.ini, DefaultGame.ini and DefaultInput.ini. With every new UDK update, something has usually been changed in these and I don&#8217;t want to erase those updates so I can&#8217;t simply overwrite the .ini files with the ones from teh older RooksKeep install. With these three, I load up both the old and the new of each one and compare them carefully and copy across all the stuff relevant to RooksKeep. I use the &#8216;Compare&#8217; feature in Notepad++ which makes this whole task bloody quick and simple.<br />
<a href="http://www.flickr.com/photos/darkcarnivour/6791899748/" title="Comparing old and new DefaultEngine.ini files in Notepad++"><img src="http://farm8.staticflickr.com/7206/6791899748_98a8cc3196_b.jpg" width="95%" height="95%" alt="Comparing old and new DefaultEngine.ini files in Notepad++"></a></p>
<p>&nbsp;<br />
Another thing I do is edit the searchpaths in NP++ to search the sourcecode in the new folder. It sucks to edit code and then realize you were editng the old files&#8230;<br />
I also edit a config file of NP++ itself to update the run command I have set up to compile the code. After that is done, I compile the code.<br />
This time I was lucky and there were no compiler errors. Nothing in the UDK&#8217;s code had been changed that caused in compatabilties in the code. This could also have something to do with avoiding as many dependancies as possible and basing off the least derived classes I possibly can.<br />
Usually, however, there are a few errors and the only way to deal with them is to manually address each one individually as one would normally handle compile errors.<br />
Finally, testing time. I just run the game. The game always takes a long time to start up when running a newly updated project because it has to build all the shaders for all the materials in the project&#8217;s content.<br />
<a href="http://www.flickr.com/photos/darkcarnivour/6791900210/" title="Missing shaders reported in log output"><img src="http://farm8.staticflickr.com/7207/6791900210_0a1726365a_b.jpg" width="95%" height="95%" alt="Missing shaders reported in log output"></a></p>
<p>When it had finished, it started with Rooks Keep&#8217;s front end map and menu and I tested out a map and it all seemed fine. That was a very simple update!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.runestorm.com/blog/2012/02/28/our-udk-project-updating-procedure/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Rooks Keep Skill Icons</title>
		<link>http://www.runestorm.com/blog/2012/02/20/rooks-keep-skill-icons/</link>
		<comments>http://www.runestorm.com/blog/2012/02/20/rooks-keep-skill-icons/#comments</comments>
		<pubDate>Mon, 20 Feb 2012 13:01:26 +0000</pubDate>
		<dc:creator>ShadowBlade</dc:creator>
				<category><![CDATA[Rooks Keep]]></category>
		<category><![CDATA[User Interface]]></category>
		<category><![CDATA[Dev Log]]></category>

		<guid isPermaLink="false">http://www.runestorm.com/blog/?p=168</guid>
		<description><![CDATA[<p>Hail all!</p>
<p>So I&#8217;ve just  finished up a bunch of skill icons for Rooks Keep. Gaze upon them in wonderment right here:</p>
<p><a href="http://p.twimg.com/AmGNVrWCAAE0Fsf.jpg:large" title="Skill icons in UnrealEd"> <img src="http://p.twimg.com/AmGNVrWCAAE0Fsf.jpg:large" alt="Skill icons in UnrealEd" width="50%" height"50%"/> </a></p>
<p>A few things I had to remember to do with the icons:</p>
<p>-They had to be descriptive of their skill function<br />
-Each one had to be colored so as to be easily discernible from the others</p>
<p>So at a glance you can easily tell which icon is for what skill. I reckon I got it <img src='http://www.runestorm.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></description>
			<content:encoded><![CDATA[<p>Hail all!</p>
<p>So I&#8217;ve just  finished up a bunch of skill icons for Rooks Keep. Gaze upon them in wonderment right here:</p>
<p><a href="http://p.twimg.com/AmGNVrWCAAE0Fsf.jpg:large" title="Skill icons in UnrealEd"> <img src="http://p.twimg.com/AmGNVrWCAAE0Fsf.jpg:large" alt="Skill icons in UnrealEd" width="50%" height"50%"/> </a></p>
<p>A few things I had to remember to do with the icons:</p>
<p>-They had to be descriptive of their skill function<br />
-Each one had to be colored so as to be easily discernible from the others</p>
<p>So at a glance you can easily tell which icon is for what skill. I reckon I got it <img src='http://www.runestorm.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
			<wfw:commentRss>http://www.runestorm.com/blog/2012/02/20/rooks-keep-skill-icons/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Rooks Keep: Character Content Elements</title>
		<link>http://www.runestorm.com/blog/2012/02/04/rooks-keep-character-content-elements/</link>
		<comments>http://www.runestorm.com/blog/2012/02/04/rooks-keep-character-content-elements/#comments</comments>
		<pubDate>Sat, 04 Feb 2012 16:24:19 +0000</pubDate>
		<dc:creator>ShadowBlade</dc:creator>
				<category><![CDATA[Rooks Keep]]></category>
		<category><![CDATA[Beasts]]></category>
		<category><![CDATA[Dev Log]]></category>
		<category><![CDATA[Knights]]></category>
		<category><![CDATA[Work-in-progress]]></category>

		<guid isPermaLink="false">http://www.runestorm.com/blog/?p=152</guid>
		<description><![CDATA[<p>Greetings minions!</p>
<p>Our blog&#8217;s been a little lazy here unfortunately, so I&#8217;ll strike it with an insightfully intriguing post on the Rooks Keeps character content pipeline. I won&#8217;t go into the specifics of actually creating the content, rather focussing on the work inside UnrealEd. This doesn&#8217;t include the rather large coding side of things either; it&#8217;s simply the content side of things. That&#8217;s somehting for another section entirely.</p>
<p>So, let&#8217;s start at the beginning then.<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;</p>
<p>Firstly, we design the character, followed by the concept art for it. DC does the concept art and modeling for the character, then… <a href="http://www.runestorm.com/blog/2012/02/04/rooks-keep-character-content-elements/" class="read_more">...Read More...</a></p>]]></description>
			<content:encoded><![CDATA[<p>Greetings minions!</p>
<p>Our blog&#8217;s been a little lazy here unfortunately, so I&#8217;ll strike it with an insightfully intriguing post on the Rooks Keeps character content pipeline. I won&#8217;t go into the specifics of actually creating the content, rather focussing on the work inside UnrealEd. This doesn&#8217;t include the rather large coding side of things either; it&#8217;s simply the content side of things. That&#8217;s somehting for another section entirely.</p>
<p>So, let&#8217;s start at the beginning then.<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;</p>
<p>Firstly, we design the character, followed by the concept art for it. DC does the concept art and modeling for the character, then the UV&#8217;s and then renders up all the required maps that I will need for texturing (Normal, Ambient-Occlusion, Cavity and Wireframe). Once texturing concludes, I&#8217;ll do the rig and create the required animations, sounds and anything else specific to the character (such as masks).<br />
Once all the work outside of UE is finshed, it&#8217;s time to get it all ready for the game. And that&#8217;s the stuff I&#8217;ll list and explain here.<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
<span style="text-decoration: underline;">-Meshes:</span><br />
The characters are made up of several meshes, and also require other objects for various gore and FX related purposes.</p>
<ul>
<li>Character&nbsp;&nbsp;<font color="#88aaff">[The actual character mesh/rig]</font></li>
<li>Weapons&nbsp;&nbsp;<font color="#88aaff">[The weapon(s) and other attachments that the character holds in their hands]</font></li>
<li>Head&nbsp;&nbsp;<font color="#88aaff">[This is a character specific head gib used for gore]</font></li>
<li>Gibs&nbsp;&nbsp;<font color="#88aaff">[These are a global set of gibs used for all characters. These include both flesh and metal pieces]</font></li>
</ul>
<p><a title="A collection of meshes and other assets" href="http://www.flickr.com/photos/rs_shadowblade/6816762083/"><img src="http://farm8.staticflickr.com/7149/6816762083_4973e87596_m.jpg" alt="A collection of meshes and other assets" width="240" height="168" /></a></p>
<p><span style="text-decoration: underline;">-Textures:</span> [Often a character has more than one material slot]<br />
The character requires a fair number of textures, which includes the usual Diffuse/Specular/Normal set and extras such as masks and emissive maps. The textures (primarily the masks) will often have various color channels dedicated to specific material functions, which will be listed here as &#8220;RGBA=&#8221;.</p>
<ul>
<li>Diffuse&nbsp;&nbsp;<font color="#88aaff">[This is the characters primary color map and sets the overall look of the character]</font>&nbsp;&nbsp;<font color="#ffaa88">[A=OpacityMask]</font></li>
<li>Specular&nbsp;&nbsp;<font color="#88aaff">[This sets the 'shininess' of the character texture]</font></li>
<li>Normal&nbsp;&nbsp;<font color="#88aaff">[The normal map appears to add extra detail to the mesh, by performing some voodoo magic]</font></li>
<li>Emissive&nbsp;&nbsp;<font color="#88aaff">[This map indicates areas of the texture that are unaffected by lighting, and is often used to make areas glow]</font></li>
<li>MaterialMask&nbsp;&nbsp;<font color="#88aaff">[We use this texture to set various properties on the characters material, such as reflection intensity, specular power and others]</font>&nbsp;&nbsp;<font color="#ffaa88">[R=Reflection G=SpecularPower B=Fresnel A=DetailNormal]</font></li>
<li>Color Mask&nbsp;&nbsp;<font color="#88aaff">[This mask indicates which areas of the character can be colored by the in-game color chooser. It also sets where blood appears]</font>&nbsp;&nbsp;<font color="#ffaa88">[R=PrimaryColor G=SecondaryColor B=WeaponBlood A=SprayBlood]</font></li>
<li>Gore Mask&nbsp;&nbsp;<font color="#88aaff">[The gore mask indicates specific areas used by the gore system]</font>&nbsp;&nbsp;<font color="#ffaa88">[R=Decapitation G=FootBlood B=InjuryBlood]</font></li>
<li>Footsteps&nbsp;&nbsp;<font color="#88aaff">[These are bloody footstep textures used as decals when a character walks through a blood pool]</font></li>
<li>Head Gibs&nbsp;&nbsp;<font color="#88aaff">[The textures used by the head gib meshes]</font></li>
<li>Gibs&nbsp;&nbsp;<font color="#88aaff">[Gib textures]</font></li>
<li>Decals&nbsp;&nbsp;<font color="#88aaff">[Blood decals used for various gore requirements, such as spatters, explosions, pools and drips]</font></li>
<li>Particles&nbsp;&nbsp;<font color="#88aaff">[These are the textures used by the various particle systems, including gore and weapon effects]</font></li>
</ul>
<p><a title="A collection of textures for the Knights faction" href="http://www.flickr.com/photos/rs_shadowblade/6816750485/"><img src="http://farm8.staticflickr.com/7159/6816750485_0759a449a9_m.jpg" alt="A collection of textures for the Knights faction" width="240" height="178" /></a> <a title="A collection of textures for the Beasts faction" href="http://www.flickr.com/photos/rs_shadowblade/6816752787/"><img src="http://farm8.staticflickr.com/7142/6816752787_31c19d7e31_m.jpg" alt="A collection of textures for the Beasts faction" width="240" height="180" /></a></p>
<p><span style="text-decoration: underline;">-Animations:</span></p>
<ul>
<li>Walk</li>
<li>Run</li>
<li>Charge&nbsp;&nbsp;<font color="#88aaff">[A walking sequence used when a piece is in combat with another]</font></li>
<li>Idle</li>
<li>Idle one-shots&nbsp;&nbsp;<font color="#88aaff">[Idle sequences to break up the otherwise looping idle animation]</font></li>
<li>Blocking</li>
<li>Quick Attacks</li>
<li>Slow Attacks</li>
<li>Parry: Left / Right / Up / Down&nbsp;&nbsp;<font color="#88aaff">[Each piece requires a parry sequence in each basic direction]</font></li>
<li>Quick Attacks Parried&nbsp;&nbsp;<font color="#88aaff">[These sequences are used when the attack of the character is parried by the enemy]</font></li>
<li>Slow Attacks Parried&nbsp;&nbsp;<font color="#88aaff">[These sequences are used when the attack of the character is parried by the enemy]</font></li>
<li>Death: Stab / Slash / Decapitated / Fried</li>
<li>Pain</li>
<li>Dodge</li>
</ul>
<p><a title="The UE Animation Editor" href="http://www.flickr.com/photos/rs_shadowblade/6816758157/"><img src="http://farm8.staticflickr.com/7149/6816758157_1becffce2c_m.jpg" alt="The UE Animation Editor" width="240" height="189" /></a></p>
<p><span style="text-decoration: underline;">-Sounds:</span></p>
<ul>
<li>Pain[Beasts]</li>
<li>Effort[Beasts]&nbsp;&nbsp;<font color="#88aaff">[Used when the character attacks and performs some other movements]</font></li>
<li>Die[Beasts]</li>
<li>Impacts&nbsp;&nbsp;<font color="#88aaff">[These are sounds of weapons successfully hitting characters. They come in both flesh and metal variants]</font></li>
<li>Footsteps&nbsp;&nbsp;<font color="#88aaff">[These include various foot types on various surface types]</font></li>
<li>Swing Weapon&nbsp;&nbsp;<font color="#88aaff">[Played when weapons are swung]</font></li>
<li>Attacks&nbsp;&nbsp;<font color="#88aaff">[Character attack sounds. Right now, these are used by the Bishops of both sides]</font></li>
<li>Parry Attack&nbsp;&nbsp;<font color="#88aaff">[The sound played by the attackers weapon when it is parried]</font></li>
<li>Enemy Parry&nbsp;&nbsp;<font color="#88aaff">[Played by the victims weapon when it successfully parries an attack]</font></li>
<li>Weapons on ground&nbsp;&nbsp;<font color="#88aaff">[Played by weapons left by dead players as they are moved around]</font></li>
<li>Corpse Impacts&nbsp;&nbsp;<font color="#88aaff">[Sounds of dead bodies been moved around by other players]</font></li>
<li>Blood Splats&nbsp;&nbsp;<font color="#88aaff">[When blood hits a surface]</font></li>
<li>Decapitation&nbsp;&nbsp;<font color="#88aaff">[The joyous sound of a head leaving it's owner]</font></li>
<li>Gibs&nbsp;&nbsp;<font color="#88aaff">[Gib impacts with surfaces]</font></li>
<li>Heads&nbsp;&nbsp;<font color="#88aaff">[Decapitated head impacts with surfaces]</font></li>
<li>Explosion&nbsp;&nbsp;<font color="#88aaff">[When a character explodes]</font></li>
</ul>
<p><a title="A collection of sound nodes" href="http://www.flickr.com/photos/rs_shadowblade/6816767867/"><img src="http://farm8.staticflickr.com/7010/6816767867_07aec79d33_m.jpg" alt="A collection of sound nodes" width="240" height="181" /></a></p>
<p><span style="text-decoration: underline;">-FX:</span><br />
-Particles</p>
<ul>
<li>Gore Slash</li>
<li>Gore Stab</li>
<li>Gore Smash</li>
<li>Gore Decap</li>
<li>Gore Explode</li>
<li>Gib Trails&nbsp;&nbsp;<font color="#88aaff">[Blood particles flicking off flying bits]</font></li>
<li>Weapon Impacts&nbsp;&nbsp;<font color="#88aaff">[Played when weapons parry]</font></li>
<li>Weapon Drips&nbsp;&nbsp;<font color="#88aaff">[Blood drips from bloody weapons]</font></li>
<li>Weapon Trails&nbsp;&nbsp;<font color="#88aaff">[Trails left by weapons swinging through the air]</font></li>
<li>Attacks&nbsp;&nbsp;<font color="#88aaff">[Effects used by certain attacks, such as the Bishop fire and lighting]</font></li>
</ul>
<p>-Decals</p>
<ul>
<li>Blood Pools</li>
<li>Blood Splats</li>
<li>Blood Footsteps</li>
<li>Gib Impacts</li>
<li>Blood Explosion</li>
</ul>
<p><a title="The explosion gore emitter in Unreal Cascade" href="http://www.flickr.com/photos/rs_shadowblade/6816760327/"><img src="http://farm8.staticflickr.com/7164/6816760327_96953715d9_m.jpg" alt="The explosion gore emitter in Unreal Cascade" width="240" height="181" /></a> <a title="A collection of gore related textures" href="http://www.flickr.com/photos/rs_shadowblade/6816748945/"><img src="http://farm8.staticflickr.com/7002/6816748945_9a290d29cf_m.jpg" alt="A collection of gore related textures" width="240" height="176" /></a></p>
<p><span><span style="text-decoration: underline;">-Other/Miscellaneous:</span></span> These are some of the other, equally important, elements that need to be added:</p>
<p><strong>Material</strong><br />
The primary material/shader of all characters. This blends all the character textures and masks into the final shader that is applied to the meshes.<br />
<a title="The characters base material" href="http://www.flickr.com/photos/rs_shadowblade/6816754011/"><img src="http://farm8.staticflickr.com/7009/6816754011_6a286330c8_m.jpg" alt="The characters base material" width="240" height="192" /></a></p>
<p><strong>Material Instances</strong><br />
These are instances of the main character material that simply change variables from it&#8217;s parent.<br />
<a title="The MaterialInstance properties for Rook, with added blood" href="http://www.flickr.com/photos/rs_shadowblade/6816764845/"><img src="http://farm8.staticflickr.com/7025/6816764845_8dbb343219_m.jpg" alt="The MaterialInstance properties for Rook, with added blood" width="240" height="192" /></a> <a title="The Beasts Knight final Material" href="http://www.flickr.com/photos/rs_shadowblade/6816754671/"><img src="http://farm8.staticflickr.com/7009/6816754671_b0785ddc68_m.jpg" alt="The Beasts Knight final Material" width="210" height="192" /></a></p>
<p><strong>AnimTree</strong><br />
The &#8216;AnimTree&#8217; handles most animation functionallity, animation blending, and is used for other features such as: Shrinking head bones for decapitation and Foot placement IK.<br />
<a title="The AnimTree for the Knights faction" href="http://www.flickr.com/photos/rs_shadowblade/6816755357/"><img src="http://farm8.staticflickr.com/7015/6816755357_9058a989c4_m.jpg" alt="The AnimTree for the Knights faction" width="240" height="141" /></a></p>
<p><strong>Physics Asset</strong><br />
The Physics asset is used for Ragdoll physics and other physics based calculations and collisions.<br />
<a title="The Beasts Pawn with collision primitives in the Physics Asset editor" href="http://www.flickr.com/photos/rs_shadowblade/6816756897/"><img src="http://farm8.staticflickr.com/7029/6816756897_c3c56bd096_m.jpg" alt="The Beasts Pawn with collision primitives in the Physics Asset editor" width="240" height="179" /></a> <a title="The Knights King in the Physics Asset editor with constraints mode" href="http://www.flickr.com/photos/rs_shadowblade/6816766367/"><img src="http://farm8.staticflickr.com/7150/6816766367_abd12d4b2f_m.jpg" alt="The Knights King in the Physics Asset editor with constraints mode" width="240" height="179" /></a></p>
<p><strong>Mesh LOD&#8217;s</strong><br />
The main character mesh also requires 3 extra LOD&#8217;s to improve performance when required. These can, fortunately, be generated inside UE.</p>
<p><strong>Sockets</strong><br />
Sockets are locations placed on meshes that are referenced by code.</p>
<ul>
<li>Neck [Spawns a head stump mesh when decapitated]</li>
<li>HeadGore [Gore particle spray upon decapitation]</li>
<li>Three Weapon Edges [These are used by weapon FX trails, referenced by animation notifies]</li>
<li>Weapon Sockets [Held weapons]</li>
</ul>
<p><a title="Sockets on the Beasts Rook" href="http://www.flickr.com/photos/rs_shadowblade/6816761213/"><img src="http://farm8.staticflickr.com/7166/6816761213_98157dcb09_m.jpg" alt="Sockets on the Beasts Rook" width="240" height="160" /></a></p>
<p><strong>Notifies</strong><br />
Notifies set events during animation sequences, such as when to play trails left by weapons as they swing and when to play footstep sounds.</p>
<p><strong>Cloth</strong><br />
Physics calculated cloth objects, such as the cloaks on the King and Queen of the &#8216;Knights&#8217; faction.</p>
<p><strong>Physics Material</strong><br />
Physics materials set various properties on meshes and physics objects.</p>
<p><strong>SoundCues</strong><br />
Sounds Cues are used to blend together various sounds, tweak volumes, attenuation and other audio properties. Almost all sounds played are SoundCues.<br />
<a title="The Sound Cue editor" href="http://www.flickr.com/photos/rs_shadowblade/6816758973/"><img src="http://farm8.staticflickr.com/7153/6816758973_96fa86c5f7_m.jpg" alt="The Sound Cue editor" width="240" height="186" /></a></p>
<p><strong>Map Based Environment/Reflection-maps</strong><br />
We&#8217;ve added support to character materials, that allows them to search for map-specific reflection maps.<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;</p>
<p>Whew! And that&#8217;s that for now! As you can see, a lot of work goes into each character piece, and this doesn&#8217;t include the actual content creation and coding for them.</p>
<p>I trust you found this insightful, useful or an otherwise educational experience. If, on the other hand, you were bored stiff and angry by the end of it.. Hahaha! Sucker!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.runestorm.com/blog/2012/02/04/rooks-keep-character-content-elements/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>RuneStorm&#8217;s new way to develop games!</title>
		<link>http://www.runestorm.com/blog/2011/12/12/runestorms-new-way-to-develop-games/</link>
		<comments>http://www.runestorm.com/blog/2011/12/12/runestorms-new-way-to-develop-games/#comments</comments>
		<pubDate>Mon, 12 Dec 2011 15:29:19 +0000</pubDate>
		<dc:creator>DarkCarnivour</dc:creator>
				<category><![CDATA[RuneStorm News]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.runestorm.com/blog/?p=141</guid>
		<description><![CDATA[<p>Greetings mortals and all others who have come!</p>
<p>&#160;<br />
It is on this auspicious day (well it is now) that we announce that we are planning to operate with a whole, crazy new development/business model!</p>
<p>&#160;<br />
Rather than using the traditional model of &#8220;Develop, Test, Release&#8221;, we&#8217;ll be using something I think I&#8217;ll call &#8220;Release During Development&#8221;.</p>
<p>&#160;<br />
Basically it works like this: Instead of making a full big game that takes 1 &#8211; 2 years then releasing that and hoping everyone likes it, we make our game in several parts or episodes, starting with a pilot or prototype, and… <a href="http://www.runestorm.com/blog/2011/12/12/runestorms-new-way-to-develop-games/" class="read_more">...Read More...</a></p>]]></description>
			<content:encoded><![CDATA[<p>Greetings mortals and all others who have come!</p>
<p>&nbsp;<br />
It is on this auspicious day (well it is now) that we announce that we are planning to operate with a whole, crazy new development/business model!</p>
<p>&nbsp;<br />
Rather than using the traditional model of &#8220;Develop, Test, Release&#8221;, we&#8217;ll be using something I think I&#8217;ll call &#8220;Release During Development&#8221;.</p>
<p>&nbsp;<br />
Basically it works like this: Instead of making a full big game that takes 1 &#8211; 2 years then releasing that and hoping everyone likes it, we make our game in several parts or episodes, starting with a pilot or prototype, and release each one as it&#8217;s finished.<br />
I think there are many great things about this, but some of the main points are: games get released quicker, developers get some revenue during development and players can give feedback to affect the main development cycle of the game.<br />
As development advances, more installments are released and all together, they make up a full game, only it&#8217;s been thoroughly tested and improved according to actual player input. The final design of the game is not fixed at the beginning, but it develops as the game goes and as we see what players want, what they don&#8217;t want and how they play.<br />
I&#8217;d sound like a marketing stereotype if I said this was a &#8216;dynamic&#8217; way to make a game, so lets call it &#8216;fluidy&#8217;.</p>
<p>&nbsp;<br />
The other awesome thing about this is that it means we can actually develop and try out experimental games and release them. Games that are good, we can continue to work on while lousy ideas don&#8217;t have to waste years of time! You might be walking on ceilings while firing a giant golden minigun at radioactive banana troopers sooner than you think!</p>
<p>&nbsp;<br />
Here&#8217;s a comparison of the new model vs the traditional method with pros and cons:</p>
<p><strong>Release During Development</strong></p>
<p>1: Game is developed and released in smaller pieces or episodes<br />
2: Repeated design, develop, test, release cycles<br />
3: + Releasable game is ready much quicker<br />
4: + A smaller time and resource investment is needed to get to release<br />
5: + Feedback from players can be factored into the main design and development<br />
6: + Experimental games are much more possible<br />
7: + Developers get funding during development<br />
8: + Greater community involvment as players have an effect on game development<br />
9: + Games are better as they get more testing and get tested in release situations<br />
10: + Good games are expanded and improved, lousy games don&#8217;t waste lots of time<br />
11: &#8211; Initial game release has less content and is much smaller<br />
12: Initial release and subsequent parts have a much lower price point<br />
13: + Players can try out the game for a much smaller investment<br />
14: + Better marketing as game stays live and active for a longer period of time<br />
15: &#8211; Harder to release a demo for the first release<br />
16: + Big, high production games can still be made<br />
17: &#8211; Can affect game design. Won&#8217;t work well with some types of games<br />
18: &#8211; Subsequent parts would need the first and may depend on other previous ones</p>
<p><strong>Traditional Method</strong></p>
<p>1: A full game is developed and has one big release with possible addons later<br />
2: One big design, develop, test, release cycle<br />
3: &#8211; It takes a long time before game release is ready<br />
4: &#8211; Huge time and resource investemnt is needed before there is any return<br />
5: &#8211; Design and development is finished by the time most players can provide feedback<br />
6: &#8211; Experimental games are much more risky and unlikely<br />
7: &#8211; Developer gets no funding until final release (if they&#8217;re still alive by then)<br />
8: &#8211; Little community involvement. Players can have some effect on patches and DLC<br />
9: &#8211; Games get limited beta testing and alpha testing<br />
10: &#8211; Lousy games waste lots of time<br />
11: + Game starts off big with lots of content<br />
12: Full release has a much higher price point<br />
13: &#8211; If there is no demo, players can&#8217;t really try out the game<br />
14: &#8211; Marketing is all hype around a brief release period<br />
15: + Full game has enough content to make a demo<br />
16: &#8211; Safer to make small games. Big games are much more risky<br />
17: + Long linear, story and exploration games are better kept in one big release</p>
<p><strong>Other Notes:</strong></p>
<p>Initial game is released as a polished prototype rather than an early beta.<br />
At a later stage, all parts can be packaged and sold as a single unit like a normal game.<br />
Game does not need to rely on microtransactions.<br />
This is not pre-order, subscription, &#8220;free to play&#8221;, &#8220;pay to win&#8221; or &#8220;sucks until you pay&#8221;.<br />
Pre-orders can be offered where players buy the initial game and get the later episodes as they come out.<br />
Initial release can be made free later on.</p>
<p>&nbsp;<br />
Well, there it all is. I think it could be better for everyone and looks like it might be a great way for small indies to make games, especially the bigger kind with HD production values!</p>
<p>&nbsp;<br />
But first, we want to get your thoughts and feedback on the idea. Are you interested in buying games as they are made and being able to have your say while the game is in development? Do you want to see experimental projects and be involved in their advancement?</p>
<p>&nbsp;<br />
P.S. Speaking of experimental games, we&#8217;ll soon be revealing the project we&#8217;re intending to develop and release this way.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.runestorm.com/blog/2011/12/12/runestorms-new-way-to-develop-games/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Rooks Keep: Beasts and Free roaming mass combat unleashed!</title>
		<link>http://www.runestorm.com/blog/2011/10/14/rooks-keep-beasts-and-free-roaming-mass-combat-unleashed/</link>
		<comments>http://www.runestorm.com/blog/2011/10/14/rooks-keep-beasts-and-free-roaming-mass-combat-unleashed/#comments</comments>
		<pubDate>Fri, 14 Oct 2011 13:22:33 +0000</pubDate>
		<dc:creator>DarkCarnivour</dc:creator>
				<category><![CDATA[Rooks Keep]]></category>
		<category><![CDATA[Beasts]]></category>
		<category><![CDATA[Chess]]></category>
		<category><![CDATA[Combat]]></category>
		<category><![CDATA[Dev Log]]></category>
		<category><![CDATA[Knights]]></category>
		<category><![CDATA[UI]]></category>
		<category><![CDATA[User Interface]]></category>
		<category><![CDATA[Work-in-progress]]></category>

		<guid isPermaLink="false">http://www.runestorm.com/blog/?p=136</guid>
		<description><![CDATA[<p>That&#8217;s right, there have been some big changes to Rooks Keep! The beasts set has been implemented in-game, the UIs are starting to look wicked and music is starting to go in, but the biggest change of all has been to the combat.<br />
The combat system has been given a total overhaul so instead of having limited movement in 1vs1 combat, players will now be able to roam freely around the arena in third person and engage any number of enemies. This opens up lots of crazy new game possibilities including mass battles against many other players and bots,… <a href="http://www.runestorm.com/blog/2011/10/14/rooks-keep-beasts-and-free-roaming-mass-combat-unleashed/" class="read_more">...Read More...</a></p>]]></description>
			<content:encoded><![CDATA[<p>That&#8217;s right, there have been some big changes to Rooks Keep! The beasts set has been implemented in-game, the UIs are starting to look wicked and music is starting to go in, but the biggest change of all has been to the combat.<br />
The combat system has been given a total overhaul so instead of having limited movement in 1vs1 combat, players will now be able to roam freely around the arena in third person and engage any number of enemies. This opens up lots of crazy new game possibilities including mass battles against many other players and bots, invasion game types and large team battle. BlackEagle is busy right now working on realizing these new gametype possibilities.</p>
<p>With this, player controlled combat is now the primary focus of Rooks Keep, putting chess into the backseat. If you can&#8217;t imagine how the game works, to try to give you a general idea of what exactly Rooks Keep is; basically, Rooks Keep is a bit like Unreal Tournament with swords!</p>
<p>Also not minor is that the Beasts have been added. This means there are now 12 characters in-game to engage in various flavors of brutal asymmetric combat.</p>
<p>Screenshots:<br />
<a title="ScreenShot00351 by DarkCarnivour, on Flickr" href="http://www.flickr.com/photos/darkcarnivour/6242954535/"><img src="http://farm7.static.flickr.com/6047/6242954535_51d1a011a2_m.jpg" alt="ScreenShot00351" width="155" height="87" /></a><a title="ScreenShot00353 by DarkCarnivour, on Flickr" href="http://www.flickr.com/photos/darkcarnivour/6243470978/"><img src="http://farm7.static.flickr.com/6095/6243470978_a13dac6ecf_m.jpg" alt="ScreenShot00353" width="155" height="87" /></a><a title="ScreenShot00387 by DarkCarnivour, on Flickr" href="http://www.flickr.com/photos/darkcarnivour/6242953227/"><img src="http://farm7.static.flickr.com/6041/6242953227_1cf648cfe3_m.jpg" alt="ScreenShot00387" width="155" height="116" /></a><a title="ScreenShot00390 by DarkCarnivour, on Flickr" href="http://www.flickr.com/photos/darkcarnivour/6243469374/"><img src="http://farm7.static.flickr.com/6160/6243469374_14c9874cde_m.jpg" alt="ScreenShot00390" width="155" height="116" /></a><br />
<a title="ScreenShot00392 by DarkCarnivour, on Flickr" href="http://www.flickr.com/photos/darkcarnivour/6242951805/"><img src="http://farm7.static.flickr.com/6232/6242951805_d9e7550754_m.jpg" alt="ScreenShot00392" width="155" height="116" /></a><a title="ScreenShot00415 by DarkCarnivour, on Flickr" href="http://www.flickr.com/photos/darkcarnivour/6242951125/"><img src="http://farm7.static.flickr.com/6052/6242951125_3cb843526b_m.jpg" alt="ScreenShot00415" width="155" height="116" /></a><a title="ScreenShot00416 by DarkCarnivour, on Flickr" href="http://www.flickr.com/photos/darkcarnivour/6242950399/"><img src="http://farm7.static.flickr.com/6162/6242950399_3e714a7c6e_m.jpg" alt="ScreenShot00416" width="155" height="116" /></a><a title="ScreenShot00417 by DarkCarnivour, on Flickr" href="http://www.flickr.com/photos/darkcarnivour/6243466778/"><img src="http://farm7.static.flickr.com/6056/6243466778_0389dc2687_m.jpg" alt="ScreenShot00417" width="155" height="116" /></a><br />
<a title="ScreenShot00419 by DarkCarnivour, on Flickr" href="http://www.flickr.com/photos/darkcarnivour/6243466248/"><img src="http://farm7.static.flickr.com/6239/6243466248_9c727a64e9_m.jpg" alt="ScreenShot00419" width="155" height="116" /></a><a title="ScreenShot00429 by DarkCarnivour, on Flickr" href="http://www.flickr.com/photos/darkcarnivour/6242948479/"><img src="http://farm7.static.flickr.com/6227/6242948479_6f586247bf_m.jpg" alt="ScreenShot00429" width="155" height="116" /></a><a title="ScreenShot00435 by DarkCarnivour, on Flickr" href="http://www.flickr.com/photos/darkcarnivour/6243464458/"><img src="http://farm7.static.flickr.com/6233/6243464458_a7756dedb1_m.jpg" alt="ScreenShot00435" width="155" height="116" /></a><a title="ScreenShot00454 by DarkCarnivour, on Flickr" href="http://www.flickr.com/photos/darkcarnivour/6242946497/"><img src="http://farm7.static.flickr.com/6180/6242946497_3d93bd8d08_m.jpg" alt="ScreenShot00454" width="155" height="116" /></a><br />
<a title="ScreenShot00300 by DarkCarnivour, on Flickr" href="http://www.flickr.com/photos/darkcarnivour/6243462806/"><img src="http://farm7.static.flickr.com/6211/6243462806_0b7b95dacf_m.jpg" alt="ScreenShot00300" width="155" height="87" /></a><a title="ScreenShot00344 by DarkCarnivour, on Flickr" href="http://www.flickr.com/photos/darkcarnivour/6243462144/"><img src="http://farm7.static.flickr.com/6110/6243462144_c0935d238f_m.jpg" alt="ScreenShot00344" width="155" height="87" /></a><a title="ScreenShot00348 by DarkCarnivour, on Flickr" href="http://www.flickr.com/photos/darkcarnivour/6242944579/"><img src="http://farm7.static.flickr.com/6228/6242944579_ff9ed0aaa7_m.jpg" alt="ScreenShot00348" width="155" height="87" /></a><a title="ScreenShot00246 by DarkCarnivour, on Flickr" href="http://www.flickr.com/photos/darkcarnivour/6243460856/"><img src="http://farm7.static.flickr.com/6036/6243460856_f2544e58cc_m.jpg" alt="ScreenShot00246" width="155" height="87" /></a></p>
<p>Don&#8217;t let the wild character colors frighten you, we&#8217;ll be attending to those as we go.<br />
Also notice ShadowBlade&#8217;s new UI graphics compared to the previous shots of the UI I posted.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.runestorm.com/blog/2011/10/14/rooks-keep-beasts-and-free-roaming-mass-combat-unleashed/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Moving Parts: Beasts Pawn and Bishop anims</title>
		<link>http://www.runestorm.com/blog/2011/10/05/moving-parts-beasts-pawn-and-bishop-anims/</link>
		<comments>http://www.runestorm.com/blog/2011/10/05/moving-parts-beasts-pawn-and-bishop-anims/#comments</comments>
		<pubDate>Wed, 05 Oct 2011 13:58:14 +0000</pubDate>
		<dc:creator>ShadowBlade</dc:creator>
				<category><![CDATA[Animations]]></category>
		<category><![CDATA[Rooks Keep]]></category>
		<category><![CDATA[Dev Log]]></category>
		<category><![CDATA[Work-in-progress]]></category>

		<guid isPermaLink="false">http://www.runestorm.com/blog/?p=129</guid>
		<description><![CDATA[<p>Greetings everyone!</p>
<p>I&#8217;ve not shown much of my own work here on the blog, but today I decided to render up some of the animations I&#8217;ve been doing for the Beast side in Rooks Keep.</p>
<p>These Beasts were much quicker for me than the &#8216;Knights&#8217; side i&#8217;d already done. The Knights were the first real character anims i&#8217;d ever done (with the exception of some sequences for Crucible UT3). I had to get the hang of some of the more advanced rigging aspects, requirements for the engine and the game itself, and then finally tackle the animations themselves.</p>
<p>To start… <a href="http://www.runestorm.com/blog/2011/10/05/moving-parts-beasts-pawn-and-bishop-anims/" class="read_more">...Read More...</a></p>]]></description>
			<content:encoded><![CDATA[<p>Greetings everyone!</p>
<p>I&#8217;ve not shown much of my own work here on the blog, but today I decided to render up some of the animations I&#8217;ve been doing for the Beast side in Rooks Keep.</p>
<p>These Beasts were much quicker for me than the &#8216;Knights&#8217; side i&#8217;d already done. The Knights were the first real character anims i&#8217;d ever done (with the exception of some sequences for Crucible UT3). I had to get the hang of some of the more advanced rigging aspects, requirements for the engine and the game itself, and then finally tackle the animations themselves.</p>
<p>To start off with, here is the Pawn from the Beasts in action. You can see the walking(forward), parrying at various angles and some quick attacks on display here. Each piece in the game thus far, requires about 30 separate sequences for the combat system to look proper neat <img src='http://www.runestorm.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><object width="500" height="375"><param name="movie" value="http://www.youtube.com/v/raN4OeTDhcU?version=3"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/raN4OeTDhcU?version=3" type="application/x-shockwave-flash" width="500" height="375" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>And here is the Beasts Bishop doing his thing. Similar to the Pawn, he features moving(forward), parrying (which will probably also include some neat FX down the line) and some attacks.</p>
<p><object width="500" height="375"><param name="movie" value="http://www.youtube.com/v/2y5UirhbaJE?version=3"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/2y5UirhbaJE?version=3" type="application/x-shockwave-flash" width="500" height="375" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>I&#8217;ll post more short videos in the coming weeks, and try to document more of the goings on on my side <img src='http://www.runestorm.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
			<wfw:commentRss>http://www.runestorm.com/blog/2011/10/05/moving-parts-beasts-pawn-and-bishop-anims/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Early Rooks Keep UI</title>
		<link>http://www.runestorm.com/blog/2011/09/27/early-rooks-keep-ui/</link>
		<comments>http://www.runestorm.com/blog/2011/09/27/early-rooks-keep-ui/#comments</comments>
		<pubDate>Mon, 26 Sep 2011 23:47:21 +0000</pubDate>
		<dc:creator>DarkCarnivour</dc:creator>
				<category><![CDATA[Rooks Keep]]></category>
		<category><![CDATA[User Interface]]></category>
		<category><![CDATA[Dev Log]]></category>
		<category><![CDATA[UI]]></category>
		<category><![CDATA[Work-in-progress]]></category>

		<guid isPermaLink="false">http://www.runestorm.com/blog/?p=124</guid>
		<description><![CDATA[<p>Time for a small update while we wait for some bigger stuff.<br />
Right now, there&#8217;s a lot of crazy stuff going down on the gameplay side of things and I&#8217;ll post some shots of the finished Queen when I get round to rendering them. Very soon, we&#8217;ll have nice shots of the beasts in-game too, but for now here&#8217;s something else.</p>
<p>Rooks Keep will not be using Scaleform. Instead, it will be using our own custom built in UnrealScript GUI. The reason for this is because, well Scaleform is probably great for large teams which can find someone who… <a href="http://www.runestorm.com/blog/2011/09/27/early-rooks-keep-ui/" class="read_more">...Read More...</a></p>]]></description>
			<content:encoded><![CDATA[<p>Time for a small update while we wait for some bigger stuff.<br />
Right now, there&#8217;s a lot of crazy stuff going down on the gameplay side of things and I&#8217;ll post some shots of the finished Queen when I get round to rendering them. Very soon, we&#8217;ll have nice shots of the beasts in-game too, but for now here&#8217;s something else.</p>
<p>Rooks Keep will not be using Scaleform. Instead, it will be using our own custom built in UnrealScript GUI. The reason for this is because, well Scaleform is probably great for large teams which can find someone who just does flash coding and give them a job. Web coders are more easily available then UScript coders, so that makes sense. Unfortunately, this makes the whole job much bigger and you still need someone to do the UScript side of things. For a tiny team which has more experienced UScript coders, Scaleform and having to go through another interface between the UI and the game doesn&#8217;t make much sense.<br />
That&#8217;s the reasoning, but probably a bigger contributor is that BlackEagle didn&#8217;t like working on Scaleform and we figured we could make a simpler, more solid and totally ass kicking UI system ourselves!</p>
<p>I already had a widget system that was used for organizing the HUD and some primitive UI controls in the game, so I upgraded its design for a full UI system and iterated. At the moment, the system is well developed and functioning quite nicely.</p>
<p>Here is the placeholder main menu we&#8217;ve been using:<br />
<a title="ScreenShot00237 by DarkCarnivour, on Flickr" href="http://www.flickr.com/photos/darkcarnivour/6187119858/"><img src="http://farm7.static.flickr.com/6161/6187119858_420357195f_z.jpg" alt="ScreenShot00237" width="640" height="480" /></a><br />
Those are just placeholder graphics and not all those options will be there like that in the real version.<br />
Unfortunately, you can&#8217;t see the animations or hear the sounds it plays in that shot.</p>
<p>Here you can see some more bits.<br />
<a title="ScreenShot00239 by DarkCarnivour, on Flickr" href="http://www.flickr.com/photos/darkcarnivour/6186596231/"><img src="http://farm7.static.flickr.com/6162/6186596231_876a5d0eff_z.jpg" alt="ScreenShot00239" width="640" height="480" /></a><br />
There you can see that it has tab controls, lists, a test drag thing and a drop down list. Nobody appreciates how much goes into dropdown lists, but they are tricky little buggers!</p>
<p>For now, its looking a bit primitive, ShadowBlade is working on the real graphics for our UI and its gonna look a whole lot better! We are aiming for something similar to what you&#8217;d expect of a GUI in Blizzard&#8217;s games. Similar in style, simplicity and solidness!</p>
<p>Some cool things about our UI system:<br />
It supports materials and all the effects that come with them!<br />
Simple and direct interface with game.<br />
Opacity and fading effects.<br />
WidgetMods. These are not too simple to describe, but they allow designers to apply all kinds of modifications and effects to UI widgets such as animation, fading, sounds, texture layers, material layers, text and even custom things.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.runestorm.com/blog/2011/09/27/early-rooks-keep-ui/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Beasts Update: King and Bishop</title>
		<link>http://www.runestorm.com/blog/2011/08/25/beasts-update-king-and-bishop/</link>
		<comments>http://www.runestorm.com/blog/2011/08/25/beasts-update-king-and-bishop/#comments</comments>
		<pubDate>Thu, 25 Aug 2011 18:58:32 +0000</pubDate>
		<dc:creator>DarkCarnivour</dc:creator>
				<category><![CDATA[Rooks Keep]]></category>
		<category><![CDATA[Beasts]]></category>
		<category><![CDATA[Bishop]]></category>
		<category><![CDATA[Dev Log]]></category>
		<category><![CDATA[King]]></category>
		<category><![CDATA[Work-in-progress]]></category>

		<guid isPermaLink="false">http://www.runestorm.com/blog/?p=117</guid>
		<description><![CDATA[<p>Every faction needs a leader. For the beasts, we ellected a shining, magnificent beacon of glory to be king. We elected someone who would embody all that the iconic king stands for.<br />
<a href="http://www.flickr.com/photos/darkcarnivour/6079964933/" title="RK_Beasts_King_F01 by DarkCarnivour, on Flickr"><img src="http://farm7.static.flickr.com/6201/6079964933_eb1c7395d3_z.jpg" width="640" height="512" alt="RK_Beasts_King_F01"/></a><br />
<a href="http://www.flickr.com/photos/darkcarnivour/6080500940/" title="RK_Beasts_King_F02 by DarkCarnivour, on Flickr"><img src="http://farm7.static.flickr.com/6071/6080500940_aed2f566ba_z.jpg" width="640" height="512" alt="RK_Beasts_King_F02"/></a></p>
<p>It just so happens that the beasts have a bishop as well and here is the creature that is the bishop of the beasts. Don&#8217;t worry, it doesn&#8217;t bite&#8230; or scrath&#8230; or use evil magic&#8230; unless it does.<br />
<a href="http://www.flickr.com/photos/darkcarnivour/6080492590/" title="RK_Beasts_Bishop_F01 by DarkCarnivour, on Flickr"><img src="http://farm7.static.flickr.com/6089/6080492590_06e5b3f075_z.jpg" width="640" height="512" alt="RK_Beasts_Bishop_F01"/></a><br />
<a href="http://www.flickr.com/photos/darkcarnivour/6079956405/" title="RK_Beasts_Bishop_F02 by DarkCarnivour, on Flickr"><img src="http://farm7.static.flickr.com/6068/6079956405_45c8991126_z.jpg" width="640" height="512" alt="RK_Beasts_Bishop_F02"/></a>… <a href="http://www.runestorm.com/blog/2011/08/25/beasts-update-king-and-bishop/" class="read_more">...Read More...</a></p>]]></description>
			<content:encoded><![CDATA[<p>Every faction needs a leader. For the beasts, we ellected a shining, magnificent beacon of glory to be king. We elected someone who would embody all that the iconic king stands for.<br />
<a href="http://www.flickr.com/photos/darkcarnivour/6079964933/" title="RK_Beasts_King_F01 by DarkCarnivour, on Flickr"><img src="http://farm7.static.flickr.com/6201/6079964933_eb1c7395d3_z.jpg" width="640" height="512" alt="RK_Beasts_King_F01"></a><br />
<a href="http://www.flickr.com/photos/darkcarnivour/6080500940/" title="RK_Beasts_King_F02 by DarkCarnivour, on Flickr"><img src="http://farm7.static.flickr.com/6071/6080500940_aed2f566ba_z.jpg" width="640" height="512" alt="RK_Beasts_King_F02"></a></p>
<p>It just so happens that the beasts have a bishop as well and here is the creature that is the bishop of the beasts. Don&#8217;t worry, it doesn&#8217;t bite&#8230; or scrath&#8230; or use evil magic&#8230; unless it does.<br />
<a href="http://www.flickr.com/photos/darkcarnivour/6080492590/" title="RK_Beasts_Bishop_F01 by DarkCarnivour, on Flickr"><img src="http://farm7.static.flickr.com/6089/6080492590_06e5b3f075_z.jpg" width="640" height="512" alt="RK_Beasts_Bishop_F01"></a><br />
<a href="http://www.flickr.com/photos/darkcarnivour/6079956405/" title="RK_Beasts_Bishop_F02 by DarkCarnivour, on Flickr"><img src="http://farm7.static.flickr.com/6068/6079956405_45c8991126_z.jpg" width="640" height="512" alt="RK_Beasts_Bishop_F02"></a></p>
<p>How about some scupltures&#8230; Behold the olympian physique of a champion warrior and leader, but for now heres king blubber bag:<br />
<a href="http://www.flickr.com/photos/darkcarnivour/6080505326/" title="RK_Beasts_King_Modelling-S1 by DarkCarnivour, on Flickr"><img src="http://farm7.static.flickr.com/6074/6080505326_17d09d32c1_z.jpg" width="600" height="640" alt="RK_Beasts_King_Modelling-S1"></a><br />
<a href="http://www.flickr.com/photos/darkcarnivour/6080505634/" title="RK_Beasts_King_Modelling-S2 by DarkCarnivour, on Flickr"><img src="http://farm7.static.flickr.com/6202/6080505634_bf2cc241e5_z.jpg" width="574" height="640" alt="RK_Beasts_King_Modelling-S2"></a></p>
<p>This is the bishop in shades of brightened black:<br />
<a href="http://www.flickr.com/photos/darkcarnivour/6080495888/" title="RK_Beasts_Bishop_Modelling-S1 by DarkCarnivour, on Flickr"><img src="http://farm7.static.flickr.com/6208/6080495888_aec861883d_z.jpg" width="545" height="640" alt="RK_Beasts_Bishop_Modelling-S1"></a><br />
<a href="http://www.flickr.com/photos/darkcarnivour/6079959397/" title="RK_Beasts_Bishop_Modelling-S2 by DarkCarnivour, on Flickr"><img src="http://farm7.static.flickr.com/6185/6079959397_2264128d8f_z.jpg" width="575" height="640" alt="RK_Beasts_Bishop_Modelling-S2"></a></p>
<p>Just one more to go&#8230;</p>
]]></content:encoded>
			<wfw:commentRss>http://www.runestorm.com/blog/2011/08/25/beasts-update-king-and-bishop/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Beasts Update: Rook and Pawn</title>
		<link>http://www.runestorm.com/blog/2011/08/12/109/</link>
		<comments>http://www.runestorm.com/blog/2011/08/12/109/#comments</comments>
		<pubDate>Fri, 12 Aug 2011 00:31:52 +0000</pubDate>
		<dc:creator>DarkCarnivour</dc:creator>
				<category><![CDATA[Rooks Keep]]></category>
		<category><![CDATA[Beasts]]></category>
		<category><![CDATA[Dev Log]]></category>
		<category><![CDATA[Pawn]]></category>
		<category><![CDATA[Rook]]></category>
		<category><![CDATA[Work-in-progress]]></category>

		<guid isPermaLink="false">http://www.runestorm.com/blog/?p=109</guid>
		<description><![CDATA[<p>Ok, the Rook and Pawn meshes for the Beasts side have been finished for a while and sitting around begging to be shown, so I finally decided to finish off the HD renders and actually post them.<br />
here we have the finished Ogre (Rook) HD mesh:<br />
<a href="http://www.flickr.com/photos/darkcarnivour/5959131905/" title="Beasts-Rook05f by DarkCarnivour, on Flickr"><img src="http://farm7.static.flickr.com/6135/5959131905_aaaa492db1_z.jpg" width="640" height="512" alt="Beasts-Rook05f"/></a><br />
<a href="http://www.flickr.com/photos/darkcarnivour/5959132399/" title="Beasts-Rook06f by DarkCarnivour, on Flickr"><img src="http://farm7.static.flickr.com/6127/5959132399_a01a5280c8_z.jpg" width="640" height="512" alt="Beasts-Rook06f"/></a><br />
This guy has all the finesse of a drunk elephant. He&#8217;ll obviously enter into diplomatic discourse and use that menacing club to outline all the important points.</p>
<p>Next up, you can see my the next installment in my… <a href="http://www.runestorm.com/blog/2011/08/12/109/" class="read_more">...Read More...</a></p>]]></description>
			<content:encoded><![CDATA[<p>Ok, the Rook and Pawn meshes for the Beasts side have been finished for a while and sitting around begging to be shown, so I finally decided to finish off the HD renders and actually post them.<br />
here we have the finished Ogre (Rook) HD mesh:<br />
<a href="http://www.flickr.com/photos/darkcarnivour/5959131905/" title="Beasts-Rook05f by DarkCarnivour, on Flickr"><img src="http://farm7.static.flickr.com/6135/5959131905_aaaa492db1_z.jpg" width="640" height="512" alt="Beasts-Rook05f"></a><br />
<a href="http://www.flickr.com/photos/darkcarnivour/5959132399/" title="Beasts-Rook06f by DarkCarnivour, on Flickr"><img src="http://farm7.static.flickr.com/6127/5959132399_a01a5280c8_z.jpg" width="640" height="512" alt="Beasts-Rook06f"></a><br />
This guy has all the finesse of a drunk elephant. He&#8217;ll obviously enter into diplomatic discourse and use that menacing club to outline all the important points.</p>
<p>Next up, you can see my the next installment in my ongoing quest to master muscles. This is the Pawn. You can call him the &#8220;Ratman&#8221;, but he doesn&#8217;t really like that.<br />
<a href="http://www.flickr.com/photos/darkcarnivour/6033356627/" title="RK_Beasts_Pawn_F01 by DarkCarnivour, on Flickr"><img src="http://farm7.static.flickr.com/6085/6033356627_403a2fd0ee_z.jpg" width="640" height="512" alt="RK_Beasts_Pawn_F01"></a><br />
<a href="http://www.flickr.com/photos/darkcarnivour/6033356311/" title="RK_Beasts_Pawn_F02 by DarkCarnivour, on Flickr"><img src="http://farm7.static.flickr.com/6131/6033356311_9c1509ec64_z.jpg" width="640" height="512" alt="RK_Beasts_Pawn_F02"></a> </p>
<p>Well, there you have the the first three beasts. It was quite a bit of work (learning more about muscle structure, especially on the forearms), but it got more fun as I learnt. Hopefully you like them. <img src='http://www.runestorm.com/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>Here are some shots of how the initial meshes were built:<br />
<a href="http://www.flickr.com/photos/darkcarnivour/6033909994/" title="RK_Beasts_Rook_Modelling-LD1 by DarkCarnivour, on Flickr"><img src="http://farm7.static.flickr.com/6144/6033909994_7a512b8bdf_m.jpg" width="203" height="240" alt="RK_Beasts_Rook_Modelling-LD1"></a><a href="http://www.flickr.com/photos/darkcarnivour/6033910252/" title="RK_Beasts_Rook_Modelling-LD2 by DarkCarnivour, on Flickr"><img src="http://farm7.static.flickr.com/6088/6033910252_32a61f95b5_m.jpg" width="203" height="240" alt="RK_Beasts_Rook_Modelling-LD2"></a><a href="http://www.flickr.com/photos/darkcarnivour/6033353701/" title="RK_Beasts_Rook_Modelling-LD3 by DarkCarnivour, on Flickr"><img src="http://farm7.static.flickr.com/6148/6033353701_0b092d1f61_m.jpg" width="203" height="240" alt="RK_Beasts_Rook_Modelling-LD3"></a><br />
<a href="http://www.flickr.com/photos/darkcarnivour/6033353979/" title="RK_Beasts_Rook_Modelling-LD4 by DarkCarnivour, on Flickr"><img src="http://farm7.static.flickr.com/6064/6033353979_71be1018af_m.jpg" width="203" height="240" alt="RK_Beasts_Rook_Modelling-LD4"></a><a href="http://www.flickr.com/photos/darkcarnivour/6033354237/" title="RK_Beasts_Rook_Modelling-LD5 by DarkCarnivour, on Flickr"><img src="http://farm7.static.flickr.com/6085/6033354237_b2f6b0b3d4_m.jpg" width="203" height="240" alt="RK_Beasts_Rook_Modelling-LD5"></a> </p>
<p>And the Pawn:<br />
<a href="http://www.flickr.com/photos/darkcarnivour/6033354543/" title="RK_Beasts_Pawn_Modelling-LD1 by DarkCarnivour, on Flickr"><img src="http://farm7.static.flickr.com/6202/6033354543_e93e1e04da_m.jpg" width="155" height="240" alt="RK_Beasts_Pawn_Modelling-LD1"></a><a href="http://www.flickr.com/photos/darkcarnivour/6033911682/" title="RK_Beasts_Pawn_Modelling-LD2 by DarkCarnivour, on Flickr"><img src="http://farm7.static.flickr.com/6130/6033911682_89512efca3_m.jpg" width="155" height="240" alt="RK_Beasts_Pawn_Modelling-LD2"></a><a href="http://www.flickr.com/photos/darkcarnivour/6033911866/" title="RK_Beasts_Pawn_Modelling-LD3 by DarkCarnivour, on Flickr"><img src="http://farm7.static.flickr.com/6184/6033911866_310c585ca0_m.jpg" width="155" height="240" alt="RK_Beasts_Pawn_Modelling-LD3"></a><br />
<a href="http://www.flickr.com/photos/darkcarnivour/6033355115/" title="RK_Beasts_Pawn_Modelling-LD4 by DarkCarnivour, on Flickr"><img src="http://farm7.static.flickr.com/6189/6033355115_af4f877f8f_m.jpg" width="155" height="240" alt="RK_Beasts_Pawn_Modelling-LD4"></a><a href="http://www.flickr.com/photos/darkcarnivour/6033912266/" title="RK_Beasts_Pawn_Modelling-LD5 by DarkCarnivour, on Flickr"><img src="http://farm7.static.flickr.com/6203/6033912266_01b1ecbba4_m.jpg" width="155" height="240" alt="RK_Beasts_Pawn_Modelling-LD5"></a> <a href="http://www.flickr.com/photos/darkcarnivour/6033355637/" title="RK_Beasts_Pawn_Modelling-LD6 by DarkCarnivour, on Flickr"><img src="http://farm7.static.flickr.com/6206/6033355637_538294e5f6_m.jpg" width="155" height="240" alt="RK_Beasts_Pawn_Modelling-LD6"></a></p>
<p>And these for good measure:<br />
<a href="http://www.flickr.com/photos/darkcarnivour/6033355791/" title="RK_Beasts_Pawn_Modelling-S1 by DarkCarnivour, on Flickr"><img src="http://farm7.static.flickr.com/6184/6033355791_2f91c2007a.jpg" width="409" height="500" alt="RK_Beasts_Pawn_Modelling-S1"></a> <a href="http://www.flickr.com/photos/darkcarnivour/6033912796/" title="RK_Beasts_Pawn_Modelling-S2 by DarkCarnivour, on Flickr"><img src="http://farm7.static.flickr.com/6184/6033912796_f73f452126.jpg" width="409" height="500" alt="RK_Beasts_Pawn_Modelling-S2"></a></p>
<p>Next up, the King and the Bishop&#8230;<br />
Can anyone guess what they&#8217;ll look like?</p>
]]></content:encoded>
			<wfw:commentRss>http://www.runestorm.com/blog/2011/08/12/109/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Rooks Keep: Worlds in the works</title>
		<link>http://www.runestorm.com/blog/2011/07/29/rooks-keep-worlds-in-the-works/</link>
		<comments>http://www.runestorm.com/blog/2011/07/29/rooks-keep-worlds-in-the-works/#comments</comments>
		<pubDate>Thu, 28 Jul 2011 22:18:51 +0000</pubDate>
		<dc:creator>ShadowBlade</dc:creator>
				<category><![CDATA[Rooks Keep]]></category>
		<category><![CDATA[Dev Log]]></category>
		<category><![CDATA[Work-in-progress]]></category>

		<guid isPermaLink="false">http://www.runestorm.com/blog/?p=105</guid>
		<description><![CDATA[<p>Greetings everyone!</p>
<p>I&#8217;ve been working recently on some more maps for Rooks Keep, and I do have plenty of ideas that I think would cool to see, but only a few can be made. I&#8217;ll go over the progress so far here, starting with our first map that we&#8217;ve used for all our screenshots up until now.</p>
<p>Courtyard:<br />
<a title="Courtyard01 by RS-ShadowBlade, on Flickr" href="http://www.flickr.com/photos/rs_shadowblade/5985904728/"><img src="http://farm7.static.flickr.com/6010/5985904728_3975105dc2_m.jpg" alt="Courtyard01" width="200" height="170" /></a><a title="Courtyard02 by RS-ShadowBlade, on Flickr" href="http://www.flickr.com/photos/rs_shadowblade/5985903114/"><img src="http://farm7.static.flickr.com/6123/5985903114_f384805cd3_m.jpg" alt="Courtyard02" width="200" height="170" /></a><a title="Courtyard03 by RS-ShadowBlade, on Flickr" href="http://www.flickr.com/photos/rs_shadowblade/5985340355/"><img src="http://farm7.static.flickr.com/6001/5985340355_0ceb1a9fa1_m.jpg" alt="Courtyard03" width="200" height="170" /></a><a title="Courtyard03 by RS-ShadowBlade, on Flickr" href="http://www.flickr.com/photos/rs_shadowblade/5985340355/"></a><br />
I&#8217;ve added some new foliage and changed the trees in the Courtyard this time. There are a few passes we need to do still, but it&#8217;s nearly done. Every now and then, i&#8217;ll update it… <a href="http://www.runestorm.com/blog/2011/07/29/rooks-keep-worlds-in-the-works/" class="read_more">...Read More...</a></p>]]></description>
			<content:encoded><![CDATA[<p>Greetings everyone!</p>
<p>I&#8217;ve been working recently on some more maps for Rooks Keep, and I do have plenty of ideas that I think would cool to see, but only a few can be made. I&#8217;ll go over the progress so far here, starting with our first map that we&#8217;ve used for all our screenshots up until now.</p>
<p>Courtyard:<br />
<a title="Courtyard01 by RS-ShadowBlade, on Flickr" href="http://www.flickr.com/photos/rs_shadowblade/5985904728/"><img src="http://farm7.static.flickr.com/6010/5985904728_3975105dc2_m.jpg" alt="Courtyard01" width="200" height="170" /></a><a title="Courtyard02 by RS-ShadowBlade, on Flickr" href="http://www.flickr.com/photos/rs_shadowblade/5985903114/"><img src="http://farm7.static.flickr.com/6123/5985903114_f384805cd3_m.jpg" alt="Courtyard02" width="200" height="170" /></a><a title="Courtyard03 by RS-ShadowBlade, on Flickr" href="http://www.flickr.com/photos/rs_shadowblade/5985340355/"><img src="http://farm7.static.flickr.com/6001/5985340355_0ceb1a9fa1_m.jpg" alt="Courtyard03" width="200" height="170" /></a><a title="Courtyard03 by RS-ShadowBlade, on Flickr" href="http://www.flickr.com/photos/rs_shadowblade/5985340355/"></a><br />
I&#8217;ve added some new foliage and changed the trees in the Courtyard this time. There are a few passes we need to do still, but it&#8217;s nearly done. Every now and then, i&#8217;ll update it with some new features, textures or details, especially with each new UDK release.</p>
<p>Forest:<br />
<a title="Forest01 by RS-ShadowBlade, on Flickr" href="http://www.flickr.com/photos/rs_shadowblade/5985354505/"><img src="http://farm7.static.flickr.com/6132/5985354505_4fa8d72d91_m.jpg" alt="Forest01" width="200" height="170" /></a><a title="Forest02 by RS-ShadowBlade, on Flickr" href="http://www.flickr.com/photos/rs_shadowblade/5985913758/"><img src="http://farm7.static.flickr.com/6136/5985913758_0006e65df0_m.jpg" alt="Forest02" width="200" height="170" /></a><a title="Forest03 by RS-ShadowBlade, on Flickr" href="http://www.flickr.com/photos/rs_shadowblade/5985911950/"><img src="http://farm7.static.flickr.com/6030/5985911950_6d5b1d934b_m.jpg" alt="Forest03" width="200" height="170" /></a><br />
Forests are cool! Right? Well, i&#8217;ve wanted to add one to Rooks Keep since the early stages, so i finally got around to it. Save for some mesh work (on the trees and cliff&#8217;s), it&#8217;s mostly done. I&#8217;ve created some foliage and trees to add to improve the forests, so those will go in soon.</p>
<p>Fields:<br />
<a title="Fields01 by RS-ShadowBlade, on Flickr" href="http://www.flickr.com/photos/rs_shadowblade/5985365379/"><img src="http://farm7.static.flickr.com/6143/5985365379_89dcbb331f_m.jpg" alt="Fields01" width="200" height="170" /></a><a title="Fields02 by RS-ShadowBlade, on Flickr" href="http://www.flickr.com/photos/rs_shadowblade/5985928632/"><img src="http://farm7.static.flickr.com/6140/5985928632_c4499dbcce_m.jpg" alt="Fields02" width="200" height="170" /></a><a title="Fields03 by RS-ShadowBlade, on Flickr" href="http://www.flickr.com/photos/rs_shadowblade/5985370219/"><img src="http://farm7.static.flickr.com/6134/5985370219_64af7dd659_m.jpg" alt="Fields03" width="200" height="170" /></a><br />
This map i created just this morning basically. I created some trees and textures last night, then just this morning created some more textures, imported the meshes, and then made the map. I really like how it turned out for just a couple hours work. There are a bunch of improvements i need to make, but i&#8217;m pleased that the idea for the setting works well!</p>
<p>Crypt:<br />
<a title="Crypt01 by RS-ShadowBlade, on Flickr" href="http://www.flickr.com/photos/rs_shadowblade/5985923898/"><img src="http://farm7.static.flickr.com/6137/5985923898_14e58e104c_m.jpg" alt="Crypt01" width="200" height="170" /></a><a title="Crypt02 by RS-ShadowBlade, on Flickr" href="http://www.flickr.com/photos/rs_shadowblade/5985922684/"><img src="http://farm7.static.flickr.com/6016/5985922684_2c0f55ac32_m.jpg" alt="Crypt02" width="200" height="170" /></a><a title="Crypt03 by RS-ShadowBlade, on Flickr" href="http://www.flickr.com/photos/rs_shadowblade/5985921442/"><img src="http://farm7.static.flickr.com/6020/5985921442_c4a7436534_m.jpg" alt="Crypt03" width="200" height="170" /></a><br />
This started more of an exercise in theme than a map idea. But the way it turned out was awesome, so i turned it into a playable environment. Made some dead trees, grabbed the gravestones from The Crucible, and added them all into the place, and here we are!</p>
<p>RedYard:<br />
<a title="Redyard01 by RS-ShadowBlade, on Flickr" href="http://www.flickr.com/photos/rs_shadowblade/5985359637/"><img src="http://farm7.static.flickr.com/6023/5985359637_74a59f7241_m.jpg" alt="Redyard01" width="200" height="170" /></a><a title="Redyard02 by RS-ShadowBlade, on Flickr" href="http://www.flickr.com/photos/rs_shadowblade/5985918958/"><img src="http://farm7.static.flickr.com/6129/5985918958_f91d86cea9_m.jpg" alt="Redyard02" width="200" height="170" /></a><a title="Redyard03 by RS-ShadowBlade, on Flickr" href="http://www.flickr.com/photos/rs_shadowblade/5985917238/"><img src="http://farm7.static.flickr.com/6014/5985917238_acae0f99d8_m.jpg" alt="Redyard03" width="200" height="170" /></a><br />
I&#8217;ve wanted to create an environment like this for a while, the red sky, the weird lighting. It took about a day to get the bulk of it made, then a bit of the next day to polish it up a bit. I&#8217;ve got to work on the sky a bit, because the orange sun doesn&#8217;t match the blue sunlight quite yet <img src='http://www.runestorm.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Keep:<br />
<a title="Keep01 by RS-ShadowBlade, on Flickr" href="http://www.flickr.com/photos/rs_shadowblade/5985349379/"><img src="http://farm7.static.flickr.com/6125/5985349379_0fdf6ea7be_m.jpg" alt="Keep01" width="200" height="170" /></a><a title="Keep02 by RS-ShadowBlade, on Flickr" href="http://www.flickr.com/photos/rs_shadowblade/5985908010/"><img src="http://farm7.static.flickr.com/6018/5985908010_702490bf31_m.jpg" alt="Keep02" width="200" height="170" /></a><a title="Keep03 by RS-ShadowBlade, on Flickr" href="http://www.flickr.com/photos/rs_shadowblade/5985345083/"><img src="http://farm7.static.flickr.com/6029/5985345083_c129d016cb_m.jpg" alt="Keep03" width="200" height="170" /></a><br />
Just another map I whipped up quickly with the batch of meshes from the Courtyard. As usual i need to go over it with some more polish, but it&#8217;s another map <img src='http://www.runestorm.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Anyway, i&#8217;ll be working on more maps as the game surges forwards, so stick around!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.runestorm.com/blog/2011/07/29/rooks-keep-worlds-in-the-works/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
	</channel>
</rss>

