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 Wed Jan 29, 2014 5:32 pm by mjhdragon

we don't need a log out button Very Happy

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Post on Fri Jan 24, 2014 10:24 pm by Owex

Great work Very Happy
Lvl 14 after one chest, you lucky xD

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Post on Fri Jan 24, 2014 5:12 pm by Joeybbb

OP Updated Today!

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Post on Sat Jan 11, 2014 10:04 pm by Owex

Never said that, I said on 2013-12-31 at 8:09 pm: "Hmm.. you should make your video Unlisted instead of Private. "
Hehe Wink

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Post on Sat Jan 11, 2014 9:45 pm by Joeybbb

Your the one who said private instead of unlisted in the first place -_- lmao now I gotta change all of then xD

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Post on Sat Jan 11, 2014 9:38 pm by Owex

@Joey: Ahh! yeah I remember! I wanted to tell you to make those video Unlisted instead of Private because nobody can see them, I forgot ^^'.

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Post on Sat Jan 11, 2014 8:30 pm by Joeybbb

@Owex in the tutorials thread? :p its in the trap chest tutorial video I believe. Literally you just have to check the box 'prompt' or not lol

Also updated today's update with a video of the starter sword Smile

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Post on Sat Jan 11, 2014 7:19 pm by Owex

But where is that tutorial?! lol

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Post on Sat Jan 11, 2014 5:53 pm by Joeybbb

Owex, if you watch the tutorial on the door system, it has an option of you want a specific door to prompt or open automatically Smile

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Post on Sat Jan 11, 2014 5:20 pm by Esvald Forceswoop

I cant say anything I am still shocked.

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Post on Sat Jan 11, 2014 3:49 pm by Owex

Tried the build, looks really good!
I think the doors and chests shouldn't show a message box, just "Press E to open". But that box is well done. Wink

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Post on Fri Jan 10, 2014 9:04 pm by Joeybbb

TY Smile

1) what do you mean? I'm using the batch render that you uploaded
2) ah yes of course :p need to network soon to test functionality
3) bright, okay but it was actually was one half that speed but the sound didn't fit so I made the animation match the time of the sound (same as anime). I could extend both the sound and animation if you'd like
4) it does have transparency, but there is nothin behind it yet and I set the cull flags of the camera to null
Eventually I'll make a basic ceiling interior model to put behind it

Fixed/Added all dat stuff, OP Updated today Smile

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Post on Sun Jan 05, 2014 7:07 pm by Owex

That looks great! Good job Very Happy
I know it's still work in progress, but these are thing I think should be improved:
-Any reason why the logo is darker?
-A Register button maybe ^^
-Those colorful tubes should be more bright, and the animation slower.
-Better texture/material for "NerveGear", transparency/reflexion.

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Post on Sun Jan 05, 2014 12:06 am by Esvald Forceswoop

A treasure chest!
-You have triggered a trap-
Now only Mineral Elementls and Dark Dwarfes missing lol

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Post on Fri Jan 03, 2014 10:24 pm by Joeybbb

ATM I'm not sure how I would go about animating that smoothly (if it was straight it would be ok, but curved). It could be like several models switching based on hp ratio but then it wouldn't switch with every attack, only every threshold.

Anyways, new update today! Very Happy

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Post on Tue Dec 31, 2013 7:37 pm by Esvald Forceswoop

Love the textures Very Happy Also will the HP bars be more 3D - like in the anime?

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Post on Fri Dec 27, 2013 4:01 pm by Joeybbb

Thanks Guys!  Very Happy Scheduled weekly OP updated today! (Not sure if I'll be around tomorrow so I did it today)

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Post on Thu Dec 19, 2013 10:46 pm by Owex

Great work Joey!

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Post on Thu Dec 19, 2013 6:48 pm by Esvald Forceswoop

Our game... will be awesome Very Happy

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Post on Sun Dec 15, 2013 10:15 pm by Esvald Forceswoop

Great work Very Happy With everything Very Happy

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Post on Sun Dec 15, 2013 9:50 pm by Joeybbb

Old fps game I made a while back  Smile 

Last edited by Joeybbb on Wed Dec 18, 2013 11:12 pm; edited 1 time in total (Reason for editing : out of date)

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Post on Sun Dec 15, 2013 9:37 pm by Owex

Great work!
Where did you took the sound from? I mean it's just for test?

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