Published on December 4, 2008 By Island Dog In Demigod Journals

In the latest edition of the Demigod blog on IGN, Brian Bander, an Engineer with Gas Powered Games, gives us a look at the more “technical” side of Demigod.

“We replaced the Supreme Commander engine’s procedural animation system with a script driven solution using RAD game tools’ Granny as the animation sampler. That sounds technical, but it basically means that we use a high-performance system to put the control of how the characters move into the hands of the artists (who know how to make them look awesome) instead of the hands of programmers like me (which is good, since I can barely read my own handwriting, let alone draw a convincing stick figure.) “

Check out the full Demigod blog at IGN.com.

 


Comments
on Dec 04, 2008

Every time we hold a playtest—and as we near the end of the project, we’re testing more and more—we get to see the amazing results of empowering the artists to finely tune and polish their own work as well as use these systems in ways we never expected, without having to rely on engineers as middlemen


My complaint:  everytime the 'test'...  when do we get to pla- er, test!

on Dec 05, 2008

I can't believe you posted a blog post and didn't include an in-game screenshot of something very similar of what you were displaying! GET MARKETING'A!!! More need to know how totally awesome this game looks visually!!!!!

PS. !!!!!!!!!!

on Dec 05, 2008

Seeing these improvements on the animation and sound side of the engines makes me happy inside. These were the two biggest weaknesses in SupCom and its good to see they have been improved upon when using the engine for Demigod.

on Dec 06, 2008

Well this particular improvement has certainly worked wonders. The animations in Demigod look lovely.