Awakened Team

Click on the name to see what he/she's working on. (WIP blog)

Founders: 3D modelers:
Writers: Programmers:
  • Coen46 (No Link)
  • Mutt
  • CaptainRed
2D Artists: Sound Designer: Composer:
  • KiritoOmega97 (No Link)
Latest topics
» !!Migrating forum!! & Update - July 2015
by Tarazha Wed Aug 26, 2015 11:00 am

» SAO Suggestions
by Dante Emrys Sun Aug 09, 2015 9:10 am

» Introduce yourself here! :)
by DivineHope21 Sun Aug 09, 2015 4:22 am

» Owex's Creations
by DivineHope21 Sun Aug 09, 2015 4:04 am

» Noah Baker's Freelance Application/Specs
by Glavus Sun Aug 09, 2015 2:39 am

Joey's Corner

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Joey's Corner

I will post  WIPs as well as finished products here. If you are really interested, you can check out my old youtube here:
My new youtube is here:
The official Awakened Studio Youtube is here (Major Updates):



My Entire Workflow - Concept Sword

Thorn Blade

Herbert Willy JR. (To be named creature)

Heathcliff UV's and Textures (Note: model was not made by me, only very few minor changes in geometry to make texturing easier)


The making of the Dracor Blade

Heathcliff Textures (NOTE: Meshes by Owex; I only made the UV map and textures)

Rare Item - 20+ Agility Stat Ring

Converted  into the CryENGINE3 (LEGACY! Now using Unity Engine!)

My CryTif Shortcut Program (LEGACY! Now using Unity Engine!)


Not too much to show, did a lot of work on a blacksmith shop but it will be a bit longer before I have anything worth showing in that model.

However here is the next model in the dracor 'set', the dracor shield:

What is a better name? Dracor shield or Dracor Egg or Dragon's Egg
Let me know Very Happy

If you are wondering what I am doing code wise, nothing yet. Still working out some issues and doing planning with the team and my fellow programmer, Riku. Once we get started I'll be sure to keep you all updated!


The viewarms rig I made
To devs, once it is 100 percent complete and tested Ill release the rig so other animators can use it so that all first person animations can be shared between weapons and different arms etc


Been working my ass off on the battle system! Viewarms / Weapons can be switched and still use the same animation. Power is based off of attack stat and weapon power stat. Item drops, col drops,  and experience addition is now done when a monster is killed (the last hit player gets 1.5 times the exp and col). PS that monster is not finished yet, but I call it the Howler Bug. It is meant to be a low level monster.


Started to implement the zoning system. I've already started to implement the ambient sound and monster spawning logic, but I will hold off on the player effects until later (It needs to be networked and until Riku and I talk about networking I can't start it). However, the basic framework for the player effects are there:


Got a 64% on my semester exam, decided I would drown my sorrows in game development haha. Pretty much finished the ambient packages port from my old game, may need to touch up on it a bit later, and also implemented database scripts for ambient packages as well as for monsters. Zones have been improved (multiple shapes etc) and a basic (extremely basic right now) framework for the leveling system.


Did some basic GUI Framework, with a decent result

Decided I would start with a model for a classic monster, the first enemy shown in the anime, equivilent to a slime, the Blue Boar  Twisted Evil 

Also the walk cycle for the howler bug. NOTE: Owex redid the UV projection for me, and is still working on finishing the texture, so its not 100% final yet Very Happy

Lastly, I improved the roaming logic for packs of monsters: They now have idle and active idle animations in the idle cycle, and the roaming is more randomized. However, monsters that are in a pack must roam in the same general direction for more realism.


GUI, battle logic, pack logic, roaming logic, ambiance have all been improved
Animated textures have been added, as well as sounds for GUI and weapons (based on material match up).
Also weapon switching functionality added.

Blackwyrm Games Logo Animation (LEGACY! We are now Awakened Studios.)

My new Logo Animation (This may or may not be final, Owex is going to do his version and we will see what looks better)



Happy New Years!


Speed modeling a treasure chest:

UI Update:




Character Creation System 1.0:

Starter Armor "Leather Chest Plate"


Improved Doors, Chests, Character Customization, and more!

Also, I switched from Unity's build in character motor and input system and built my own. So far, the new character motor script has improved motion, physics, and gravity. Upgrades are sure to follow later!

Squashed a major UI bug, fixing hover sounds, button pressing, and list logic using my new UI debug system:

I wasn't sure if I've already shown this in a previos update, but I figured it would be a nice teaser anyways Razz


This week features a few new GUI features I implemented:


This week's update doesn't have any pretty graphics or anything, it is based soley on just programming. After we decided to do the networking in Photon, I've been buried up to my head in server code, but here are a few teasers to share:

Unity Client - Proxy Server Connection Handshake:

Testing 'game' scenarios:

Subserver Login establishing a connection with the master proxy server:






Happy Cinco de Mayo!
Today I FINALLY get to showcase Physics 1.0 on the server, complete with collision (invisible floor for now) and player motion.


A minor update so there is something to at least look at while I am working hard on server code.













Along with this quick time lapse, it's also notable that the entire handler and messaging system for the servers and client have been revised for improvements in accuracy, routing, and security.







Just a quick teaser on what will soon be running on the servers Smile
Click here to see what I stare at to debug the servers!






Last edited by Joeybbb on Thu May 21, 2015 4:55 pm; edited 52 times in total (Reason for editing : 5-21-15 Update)

Posts : 327
Join date : 2013-12-12
Age : 18
Location : USA

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Joey's Corner :: Comments

Post on Fri Jul 31, 2015 1:47 am by Rocgio40

are there going to be any beta testers like in the SAO series? please tell us there are

because we are a gaming community on a program called Raidcall our community is called the JungC we are an honorable group with honor and a lot of respect we would be honored to be a gamers of this game please let there be beta testers

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Post on Tue Jul 28, 2015 11:17 am by nickster701

Reven wrote:is it true? are you really making sao?

well... of course they are

look at these --- 2014 in rewind --- project announcement

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Post on Sun Jul 26, 2015 9:16 am by Reven

is it true? are you really making sao?

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Post on Thu May 21, 2015 4:57 pm by Joeybbb

Sorry for the delay in uploads everyone. As most of you must know, this has been exam season and the majority of Awakened Studio are full time students and a lot of us are taking time off to study and whatnot. Once summer begins we will begin to devote even more time to work on SAO!

Anyways, enjoy this quick update!

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Post on Thu Apr 09, 2015 5:46 pm by Joeybbb

Small update, getting back into some 3D art

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Post on Sun Mar 01, 2015 8:34 pm by PCMonster

Pretty cool Smile

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Post on Wed Feb 25, 2015 8:14 pm by Esvald Forceswoop

That looks extremly cool Smile

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Post on Tue Feb 24, 2015 7:02 pm by Joeybbb

Thanks Owex, haha when something inspires me I'm quick to prototype. I have included the snap to fit system even though it it not required for this update just for testing purposes in case we decide to go with different sized pieces in the future. Removing the offset snapping will be easy otherwise.

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Post on Tue Feb 24, 2015 5:20 am by Owex

It feels good to see we had that idea just a week ago and it's already taking shape.
Just make sure you don't move the parts aside, pivot point are already aligned, you just need to snap them together. (for these parts at least)
Good job!

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Post on Mon Feb 23, 2015 5:28 pm by Joeybbb

OP Update!

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Post on Sun Feb 01, 2015 8:54 pm by DeadlyKnight45

It would be cool if some people got randomly picked when they logged out and put into a little preview quest from Alfheim Online. Smile

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Post on Thu Jan 29, 2015 5:09 pm by Joeybbb

Quick teaser update in OP

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Post on Tue Sep 02, 2014 9:51 pm by Ritvik

Wow, just wow

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Post on Mon Sep 01, 2014 8:02 pm by Owex

Looks great. Good job! Smile

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Post on Mon Sep 01, 2014 7:19 pm by Joeybbb

Took a break from programming and did some 3D stuff, OP Update!

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Post on Wed Aug 20, 2014 11:15 pm by Owex

This is awesome Very Happy

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Post on Sat Aug 09, 2014 3:24 pm by Kirito

Let me know once you checked out my drawing Smile

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Post on Sat Aug 09, 2014 3:21 pm by Joeybbb

OP followup update regarding viewmodes!

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Post on Sat Aug 09, 2014 2:14 am by Kirito

Really good so far;)

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Post on Sun Aug 03, 2014 4:43 am by Owex

That looks great! Good job Smile

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Post on Sat Aug 02, 2014 11:36 pm by Joeybbb

Hey what's up guys quick update. Check the OP for a new video on view modes!
Take a look at the early version of our customizable viewmodes! Tweak the feel of the camera to your preference!
Also, our project is now backed by Unity v4.5.2f1

Sorry for the lack of updates recently, my work schedule has been absolutely CRAZY these last weeks. I've been working 3 jobs and so when I do have free time, I usually just crash. I recently resigned from one of my jobs so that should ease up after I give them their 2 weeks notice. School starts up soon but that should actually give me more free time because my work schedule will ease up.
Anyways, things to look forward to soon:
-jGUI updates
-weather/day night cycle - 70%
-inventory/pouch/col - 60%

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Post on Fri Jul 11, 2014 10:52 am by Joeybbb

OP Update! Things updated that are not in the video:

I don't think I ever updated and said that I have a World Server in place to route player messages to their proper Region Server.
Also Server side player spawning is now in place, players spawn where they logged off, or if none, the floor spawn, or if none (never), then default at 0,0,0
Lastly, the server is running the latest Photon framework:
Photon 3.4 upgrade

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Post on Sat Jul 05, 2014 1:11 pm by Joeybbb

Huge Server + Database restructure; hopefully now the process of storing, retrieving, and sending data is more efficient and organized. Specific pieces of data are packaged and some packages can be send while others are not to save bandwidth. For instance, every player update contains position and rotation data, your own player contains updates on inventory and stats etc, but updates about other players won't get those.

Also OP update on jGUI (I know I stopped working on it for a while, the rigging really burnt my out and the health bar code was giving me a hard time. Ill pick it up full speed again soon) and a nice dragon timelapse.

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Post on Thu Jun 19, 2014 12:13 pm by Joeybbb

Another small teaser, quests can now be added to the database. Although I still have to add functionality for actually completing the quest, the servers can now read and save quest id, name, description, requirements, rewards, steps; and the player can now read and save active quest and active quest step to the DB. The server has handlers for completing, accepting, and quitting a quest (I still need to make a step handler). All that's left is client requesting and then quests can be up and running Smile

Also check OP for a sword timelapse

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Post on Tue Jun 17, 2014 12:52 am by Joeybbb

Back from vacation all! First thing I've done is updated the code and database to include money, yes Col is finally in our game! Right now its as simplistic as the anime where you can have unlimited col in your inventory, which can be used at any given point. As the team discusses how col will be used and accessed, this may be changed later on.

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