Sunday, November 23, 2008

Lonewolf Gameplay Compilation 2008

Well... so far so good. This video is a compilation of demos and milestones captured periodically by the dev team. The combo system is quite redundant on this video, but I can assure you a lot of changes happened since this compilation was done. Some of the 'disciplines' are overpowered right now, but eventually we'll be able to balance them out.

For more videos go to

Monday, June 30, 2008

Friday, June 13, 2008

Back To PC... Now Portable

And so I finally got a new PC errr... laptop. My last set was, believe or not, a Pentium III 1GHz with 512MB RAM and Geforce 5600. Super-doper low it may seem but I shared fond memories with that computer. Game-memories, that is. I definitely need a new rig.

So on June 10, 2008, my girl(Ms. Nazarene Madlangbayan) and I got Joey. Yes I gave it a name. My Acer Aspire 6920G-833G32Mn(Joey - an obnoxious but useful robot from Beneath the Steel Sky game)

I bought a laptop for ease of transport and avoiding my landlord getting ideas on increasing my rent if I buy a deskstop instead for consuming more electricity.

I never had a laptop before so I consider myself a NEWB on anything about it.

I was doubtful at first if Joey can run the current gen games smoothly, especially its OS is MS Vista SP1 which is a resource monster. All of my fears simply vanished away when I ran Bioshock in Full HD resolution with all options set to HIGH. It played almost hitch free. It had some frame drops here and there, but WOW! DirectX 10 in a laptop at 1920 x 1080!

Although I have yet to test Crysis with it, I'm pretty much sure Joey can run it atleast maybe with a low to mid setting.

My next mission is to transform Joey into a developer's machine. That will be my first Vista and DirectX 10 programming experience.

I'm back to PC... now portable.

Tuesday, January 15, 2008

kjAPI Game Engine: An Overview

kjAPI is a next-gen game engine developed by Ksatria Gameworks, Pte. Ltd. in Singapore. Headed the game engine-ering are two french nationals, Frederic Duval(aka Kanda) and Cedric Caillaud (aka Jeckle).

As Ksatria's proprietary game engine, kjAPI is use to currently being developed "Lone Wolf: Flight from the Dark", an adaptation of Joe Dever's well known game book series. (Mr. Dever, personally is also very much involved in the game development process). More features and tools are added in the engine as the development of the game progresses.

The kjAPI includes tools for the developers' pipeline, such as Planet(world editor), Pulsar(model tool), Comet(3DMax exporter) and Kaya(Maya exporter).

It has its own AI system that enables brain designing which is divided into Cell, Controller and Sensor capabilities. NPCs or AI driven entities are directly authored graphically in the Planet(editor). It has its own avoidance and path finding system that works with zone and way points.

For its physics engine layer, it supports Ageia PhysX(Novadex), Newton SDK and TrueAxis(currently, no longer supported in newer build).

It utilizes portal space design and zoning system for optimization and culling.

kjAPI design is a plug-in based system which is very similar to component-based system(Unreal 3 and Gamebryo). Game play modules are automatically detected upon running Planet. Because of its modularity design, game play features can be added/edited/removed on the fly in the editor. And even the game itself can be played, edited, tested and debugged in Planet without running the actual game executable.

In graphics, it works the same way. HLSL, CG and Assembly are seamlessly integrated and are automatically converted to a special binary to protect the shader codes. It supports DirectX and OpenGL. The engine has a design that enable users to special made shaders between ATI and Nvidia cards.

kjAPI integrated GameMonkey scripting but it is layered, if in case users prefer to integrate their own or other scripting languages.

Best of all, kjAPI is free to use for non-commercial.

For more details visit the following websites: