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Exit: 2020 Archive

Making "modeling" software

Sunday, March 29th, 2020 by Holy at www.swordofmoonlight.net

Exit: My Model 3D

For a very long time I’ve pursued a side project of developing art productivity software to support Sword of Moonlight. For many years I’ve worked on developing COLLADA as a format for storing “3D” art for use by game projects.

Since mid-to-early last year I’ve been busy developing an actual application for artists to use in place of popular 3D modeling packages like Blender. That’s taken up most of my time, and I was doing it in preparation to work on my personal game project to port King’s Field II to Sword of Moonlight.

Continued: Making "modeling" software

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Every part of the controller

Saturday, February 22nd, 2020 by Holy at www.swordofmoonlight.net

Exit: Ring in the new year!

I’ve been itching to write a post for this blog ever since my last, if not for a subject. If I had staid course I think by now I’d have a release of the 3D modeling software I’ve been developing ever since earlier last year. But I have something better since not long ago I heard from the Moratheia project it’s back on (this was posted sometime earlier, complete with a new image) which shortly put me to work on Sword of Moonlight!

I’ve not put out a new release since mid last year, and hadn’t intended to release this one now after just 2 or 3 weeks except I want to write a blog and publish an unplanned fix for the PlayStation and Xbox trigger buttons I’d rather not sit on.

The genesis of this release is an idea to add a grab-hold-of-walls feature that is analogous to the crouching feature, or grab-hold-of-floors feature. Does that make sense? Communicating video game concepts is not always so easy: by holding movement changes from walking around to leaning out in order to look around. It can make certain types of movement easier and more reliable.

Continued: Every part of the controller

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