KMod3 Lives.

December 2nd, 2006

I feel I must confess that over the last year and a half or so, I’ve been pretty inactive on this project. Due to a mix of social and personal reasons that I’d assume your not too fussed about.

Good news however is that I’m back, and KMod3 is being brought back into development, which not only means that all the annoying bugs in the last beta will be fixed, but also new functionality will be added. I’ll not say anything now, but watch this space as I’ll bring the occasional update on our progress.

Oh and don’t worry, Korax Arena will not be slowed by this.

Coming soon? Huh… :)

October 23rd, 2006

Okay, people, trying to think of what can I write in these Development Blogs, I decided to state following. We are approaching Korax Arena public beta release. Hurray. Period.

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New horrible weapon for RPG Trilogy

August 19th, 2006

I invented a new weapon for RPG Trilogy, most probably suitable for some boss creature. Weapon is a spell that summons number of spikes in front of caster and raises them. Each spike’s position and delay before spike raise are choosen randomly from a predefined range, and this makes weapon more effective and spectacular. But what is more important – is the fact that a spike, as you may remember from time playing original Hexen, does ultimate damage killing any creature instantly. Now imagine overall power of this weapon…

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Scoreboards Improved!!

July 3rd, 2006

This happened since saturday when I’ve got a mail from Crimson Wizard, it said that the new scoreboards were ready, frankly I didn’t imagined them like these, I’m surprised to watch the screenshots, Crimson Wizard has also implemented death messages for every weapon/monsters already included and we are already planning a totally new single player mode for KA like nothing you have already seen, we’ll give more details of what’s to come in the next days and maybe even a small overview at which gameplay modes KA will get on it’s first release, enjoy the screens!!

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Scoreboards!!

May 31st, 2006

The hard work of Crimson Wizard has given us an advantage in a moment where I’m unable to work at full pace, I recently found a new job, and it’s taking most of my time for working on Korax Arena, fortunately Crimson Wizard came to save us, he has been working on implementing scoreboards, and has done a cool work doing it! I’m very impressed with his work and I think he will be a very good addition for our team, and just to prove I’m not wrong, I’ll post a few screens of the new socreboard in action, it might not be the final version, since we have planned some changes to it, but it’s a very good show of what’s to come for the final KA version, so prepare! The wait could be almost over, a new release might be soon than what we all expect, that’s it fow now, see you again soon!

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Korax’ Heritage Blogs Theme!

February 2nd, 2006

Now featuring, the all new Korax’ Heritage Theme for the blog, done by me using the default template and changing the CSS styles for some stuff, hope you like it :D , it took me some time to complete, but I think it was worth my time and effort, hope you all like it!

In other news, I’m now in the process of revamping the maps for KA, my main approach with this is to add the new powerups, the path nodes for the bots, and make some additions to the architecture where applicable, if everything goes well, the could be a KA release very soon.

That’s it for now, see ya again!

Korax Arena trailer

November 27th, 2005

Just finished and uploaded the 2nd Korax Arena trailer. I like to think that it’s showing definite progress, not only the game but also the movie. This time I’ve had about 30 minutes of raw material recorded before I started editing, and since we agreed with 4th Class (our musician) on which song should be played during the trailer, I went a different way than last time and cut the clips and titles to match the music. I rather like the results, feel free to leave your comments on what you think.

For those who are interested in techie info, I recorded the game with Fraps and encoded it with DivX so that it can be read on other computers. Then I transferred the resulting about 1 GB of files to my Mac where I imported the clips into iMovie HD, this took forever (more than an hour). The resulting project was about 7 GB. Editing and previewing was all real-time, I did the whole cutting and editing in maybe 1-2 hours. Encoding took pretty long, about 20-30 minutes for the highres and 5-10 minutes for the lowres version. This is mostly due to the relatively slow CPU (1.25 GHz G4), but since the parts of the project with my interaction (cutting/arranging/editing) always worked with little to no delays, I don’t complain. Especially if you look at the older Korax’ Heritage trailers from 2001-2003 and see the immense differences in quality and possibilities, that’s what a PC is good for no matter how fast the CPU – unless you buy a $5’000+ video editing application and a similarly priced high-end PC of course… this in extreme contrast to the Mac mini which costs $499 retail and includes iMovie HD which while a consumer app beats the hell out of most so-called “pro” applications on Windows.

Korax Arena Codebase almost done

November 22nd, 2005

I’m happy with the results of the source code for version 1.0 of Korax Arena, everything seems to be working as expected, we already have a beta tester for it now, I have fixed almost all the problems it had and there are a few additions to be done, like a scoreboard and other small things that need to be completed to start revamping the maps for the official release, I’m already working on a new map for DM and another new map for Castle Sweep, they are coming along nicely so far, I hope my next post in this blog to be the announce of the final release, let’s hope it is, heh!

That’s it for now.

Korax Arena Updates

October 19th, 2005

I have been working a lot on adding more stuff for the Korax Arena code, I have managed to make scores for Team DM and Castle Sweep modes, which work just fine, also, I added invulnerability when respawning in DM modes, the bots have a really fair behaviour against monsters and players now too, there are some other things I would like to add before releasing the next internal beta test, like a score board for every gameplay mode, that’s all for now.

3 years at Korax’ Heritage

October 2nd, 2005

Today it’s another anniversary from my entrance to the Korax’ Heritage team, these 3 years have been full of work and cool things and surprises, when I started at the team, the only thing I worked was 2d art, but then at some point I realized that I wanted to help with something else, like mapping, then I decided to start making some map conversions where the base engine was changed from Doomsday to Vavoom, then I started learning programming and decided to code for Korax Arena, which has really been the only work I have made during this last year (with some more mapping here and there), and I think that KA it’s one of the most ambitious projects I have seen around for Hexen or Heretic, it really takes the engine to more than it’s limits and brings a lot of cool features to play with, I’m really anxious to work on it to make our first official release and we are testing all the problems that it might have to give you a flawless version of it :) , once I finish doing this fixings to the code, I might get to work on another Castle Sweep map, that’s it for now, see ya soon!! ;) .