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	<title>Wailing Ninja Studios</title>
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	<link>http://wailingninja.com</link>
	<description>Ninjas tell the tales of the games they create</description>
	<lastBuildDate>Mon, 30 Aug 2010 22:37:10 +0000</lastBuildDate>
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		<title>A Winnar is You!!</title>
		<link>http://wailingninja.com/?p=67</link>
		<comments>http://wailingninja.com/?p=67#comments</comments>
		<pubDate>Mon, 30 Aug 2010 17:15:00 +0000</pubDate>
		<dc:creator>Random Ninja</dc:creator>
				<category><![CDATA[Apocalypse]]></category>
		<category><![CDATA[Best Innovation]]></category>
		<category><![CDATA[NGA]]></category>
		<category><![CDATA[winner]]></category>

		<guid isPermaLink="false">http://wailingninja.com/?p=67</guid>
		<description><![CDATA[We are best! We raise our guitars to the sky and destroy our competitors with a lightning-fast awesome shredding tune. At least that was what the jury thought at this year&#8217;s Norwegian Game Awards. We won the prize for Best Innovation. We are very happy for this honor, and have goofy smiles all over our ]]></description>
			<content:encoded><![CDATA[<p>We are best! We raise our guitars to the sky and destroy our competitors with a lightning-fast awesome shredding tune. At least that was what the jury thought at this year&#8217;s Norwegian Game Awards. We won the prize for Best Innovation. We are very happy for this honor, and have goofy smiles all over our faces. This is what the jury had to say:</p>
<blockquote><p><em>Whilst many of the entries in this years competition seemed to focus on  careful execution rather than new ideas Apocalypse stood out as  something entertaining even though it was far from being finished. What the demo currently lacks in variation and visual finish is less  important than what it promises to become once new levels, abilities and  strategies are put in place. The jury feels that the team have created a  story where you play as evil &amp; immoral not because it&#8217;s supposed to  be edgy or &#8220;different&#8221;, but simply because it&#8217;s great fun!</em></p></blockquote>
<p>We would like to congratulate the other teams who won. Game of The Year went to <a title="D-pad Studio" href="http://dpadstudio.com/" target="_blank">Owlboy</a>, the only way this would have been more awesome, was if it was named Ninjaboy, but I digress. The prize for Best Execution went to our old archnemesis Illuminatics for their game <a title="Evil Jr" href="http://www.eviljunior.com/" target="_blank">Evil Jr</a>. We&#8217;re not sure it includes any ninjas, but great work none the less. Garbalicious ran off with the prize for Best Concept, and The Forklift Game was awarded the Comittee&#8217;s Choice. Awesomez!</p>
<div id="attachment_66" class="wp-caption aligncenter" style="width: 550px"><a href="http://wailingninja.com/wp-content/uploads/2010/08/AWINNARISYOU.jpg"><img class="size-full wp-image-66" title="AWINNARISYOU" src="http://wailingninja.com/wp-content/uploads/2010/08/AWINNARISYOU.jpg" alt="Quite handsome, you might say" width="540" height="720" /></a><p class="wp-caption-text">Quite handsome, you might say (and that guy in the back is pretty fat too) Awesome photo by Robert Nordan.</p></div>
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		<slash:comments>80</slash:comments>
		</item>
		<item>
		<title>NGA Submission</title>
		<link>http://wailingninja.com/?p=58</link>
		<comments>http://wailingninja.com/?p=58#comments</comments>
		<pubDate>Sun, 08 Aug 2010 15:24:14 +0000</pubDate>
		<dc:creator>Retard Ninja</dc:creator>
				<category><![CDATA[Apocalypse]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://wailingninja.com/?p=58</guid>
		<description><![CDATA[Holy Boners Unite! We are tired tonite&#]]></description>
			<content:encoded><![CDATA[<p>Holy Boners Unite!</p>
<p>We are tired tonite&#8217;.</p>
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		<slash:comments>120</slash:comments>
		</item>
		<item>
		<title>Status Report of Evil Horribleness!</title>
		<link>http://wailingninja.com/?p=39</link>
		<comments>http://wailingninja.com/?p=39#comments</comments>
		<pubDate>Tue, 11 May 2010 19:59:38 +0000</pubDate>
		<dc:creator>Random Ninja</dc:creator>
				<category><![CDATA[Apocalypse]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[UDK]]></category>
		<category><![CDATA[features]]></category>
		<category><![CDATA[north korea]]></category>
		<category><![CDATA[ramblings]]></category>

		<guid isPermaLink="false">http://wailingninja.com/?p=39</guid>
		<description><![CDATA[So&#8230; I know what you&#8217;re thinking. You&#8217;re thinking of yogurt. What does that even mean, and more importantly, what in the name of Skeletor™ have we been up to since the last post? Oh do say, old ham, we&#8217;ve been up to a lot. Personally, I defected to North Korea, but decided that the communist ]]></description>
			<content:encoded><![CDATA[<p>So&#8230; I know what you&#8217;re thinking. You&#8217;re thinking of yogurt.</p>
<p>What does that even mean, and more importantly, what in the name of <em>Skeletor™</em> have we been up to since the last post?</p>
<p>Oh do say,<em> old ham</em>, we&#8217;ve been up to a lot. Personally, I defected to North Korea, but decided that the communist lifestyle didn&#8217;t go well with my evil imperialist ways. So now I&#8217;m back to spreading the great word of The Satan™ to children aged between five and six.</p>
<p>But enough of this horrible nonsense. I will now give you a nice list of highlights in our development of Apocalypse these past weeks. It will be both terrible and great and you will feel tingly all over. In no particular order.</p>
<div id="attachment_38" class="wp-caption alignnone" style="width: 310px"><a href="http://wailingninja.com/wp-content/uploads/2010/05/level01.jpg"><img class="size-medium wp-image-38" title="level01" src="http://wailingninja.com/wp-content/uploads/2010/05/level01-300x152.jpg" alt="" width="300" height="152" /></a><p class="wp-caption-text">I can see my church from here!</p></div>
<ul>
<li>Death character modeled and put in-game with animations and the whole shebang</li>
<li>Death&#8217;s scythe is equippable. Currently can kill peasants and create lots of blood.</li>
<li>Added proper classes for peasant homes, fields, wells and churches</li>
<li>Peasants currently have the following AI behaviors:
<ul>
<li>Will fetch food at a farm or water at well and bring it to his home if he feels he needs this</li>
<li>Will eat or drink at home to prevent dying of death</li>
<li>Will flee to the nearest church and alert the authorities if he sees a horseperson (Death)</li>
<li>Will also take a  stroll if he feels this is awesome</li>
<li>Will pathfind properly for the most part, except in cases of extreme stupidity</li>
</ul>
</li>
<li>Player movement is now relative to the camera</li>
<li>Ragdolls! Yay!</li>
<li>Church holy aura</li>
<li>New tree, church, rock, well, field and fence models</li>
<li>Visual details, like moving cloud shadows on the ground, height fog, etc</li>
</ul>
<div id="attachment_37" class="wp-caption alignnone" style="width: 310px"><a href="http://wailingninja.com/wp-content/uploads/2010/05/death_attack.jpg"><img class="size-medium wp-image-37" title="death_attack" src="http://wailingninja.com/wp-content/uploads/2010/05/death_attack-300x145.jpg" alt="" width="300" height="145" /></a><p class="wp-caption-text">Killed by Death</p></div>
<p>We have one big admission, and that is that we are falling more and more in love with the UDK the more we get to know it. In fact, this other day UDK gave me such a raging boner that I leveled a whole city block. I&#8217;m still in recovery. I&#8217;ll mention some of the things which has helped us achieve greatness: The navmesh system for pathfinding, animation notifications, ease of adding trail particles, the remote control, archetypes, unrealscript in general and much more.</p>
<p>We are afraid that there&#8217;ll be a lull in the development in the coming month, as we have to complete our Master Thesis (in the black art of the Ninja). Curses! But fear not, we will get back to working hard once the summer commences. Remember, ninjas don&#8217;t need sunlight, they only need computers. (I might be thinking of nerds, but who knows.)</p>
<p>Still, we are eagerly awaiting the next gift from the UDK gods, namely the inclusion of the UI middleware Scaleform Gfx. It will be awesome, as it (hopefully) simplifies the UI development process a lot. It comes at a great time too, as we have yet to implement any heavy UI stuff, and we are a bit fearful of the UDK&#8217;s UIscene system. Some of the 3D-stuff you can do with it looks awe-inspiring, as you can have 3D user interfaces directly in the game world.<em> </em></p>
<p><em>We shall therefore sacrifice over nine thousand platypuses and retarded babies each day to speed up this integration.</em></p>
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		<slash:comments>66</slash:comments>
		</item>
		<item>
		<title>Death Has Arrived&#8230;</title>
		<link>http://wailingninja.com/?p=34</link>
		<comments>http://wailingninja.com/?p=34#comments</comments>
		<pubDate>Fri, 26 Mar 2010 15:25:31 +0000</pubDate>
		<dc:creator>Retard Ninja</dc:creator>
				<category><![CDATA[Apocalypse]]></category>
		<category><![CDATA[Concept art]]></category>

		<guid isPermaLink="false">http://wailingninja.com/?p=34</guid>
		<description><![CDATA[&#8230;in the form of an early promotional render of the ingame character. He is currently rigged, though the textures need a little bit of further work. Still he&#8217;s starting to look good]]></description>
			<content:encoded><![CDATA[<p>&#8230;in the form of an early promotional render of the ingame character. He is currently rigged, though the textures need a little bit of further work. Still he&#8217;s starting to look good.</p>
<div id="attachment_35" class="wp-caption alignnone" style="width: 310px"><a href="http://wailingninja.com/wp-content/uploads/2010/03/death.jpg"><img class="size-medium wp-image-35" title="Death promo" src="http://wailingninja.com/wp-content/uploads/2010/03/death-300x208.jpg" alt="" width="300" height="208" /></a><p class="wp-caption-text">Hunting for children</p></div>
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		<slash:comments>59</slash:comments>
		</item>
		<item>
		<title>Trees everywhere, run!</title>
		<link>http://wailingninja.com/?p=27</link>
		<comments>http://wailingninja.com/?p=27#comments</comments>
		<pubDate>Tue, 09 Mar 2010 19:37:51 +0000</pubDate>
		<dc:creator>Retard Ninja</dc:creator>
				<category><![CDATA[Apocalypse]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[SpeedTree]]></category>
		<category><![CDATA[UDK]]></category>

		<guid isPermaLink="false">http://wailingninja.com/?p=27</guid>
		<description><![CDATA[A quick update..we have trees! Messing around with SpeedTree™  today with no prior experience gave the following results: We raise our guitars to the sky and wail a beautiful tune to the UDK gods for this powerful gift]]></description>
			<content:encoded><![CDATA[<p>A quick update..we have trees! Messing around with SpeedTree™  today with no prior experience gave the following results:</p>
<div id="attachment_28" class="wp-caption alignnone" style="width: 310px"><a href="http://wailingninja.com/wp-content/uploads/2010/03/screen2.jpg"><img class="size-medium wp-image-28" title="screen2" src="http://wailingninja.com/wp-content/uploads/2010/03/screen2-300x171.jpg" alt="" width="300" height="171" /></a><p class="wp-caption-text">Beware of the trees</p></div>
<p>We raise our guitars to the sky and wail a beautiful tune to the UDK gods for this powerful gift.</p>
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		<slash:comments>58</slash:comments>
		</item>
		<item>
		<title>In the beginning&#8230;</title>
		<link>http://wailingninja.com/?p=20</link>
		<comments>http://wailingninja.com/?p=20#comments</comments>
		<pubDate>Mon, 08 Mar 2010 20:05:17 +0000</pubDate>
		<dc:creator>Retard Ninja</dc:creator>
				<category><![CDATA[Apocalypse]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[UDK]]></category>
		<category><![CDATA[3ds max]]></category>
		<category><![CDATA[river material]]></category>
		<category><![CDATA[water material]]></category>

		<guid isPermaLink="false">http://wailingninja.com/?p=20</guid>
		<description><![CDATA[the Earth was without form and void. Then we started messing around in the UDK Editor, and there was light, terrain, rivers, smoke and cottages. This is the first actual development post of our awesome  blog. So where to start? What are we doing? Starting out from scratch in this huge system is quite an ]]></description>
			<content:encoded><![CDATA[<p>the Earth was without form and void. Then we started messing around in the UDK Editor, and there was light, terrain, rivers, smoke and cottages.</p>
<p>This is the first actual development post of our awesome  blog. So where to start? What are we doing? Starting out from scratch in this huge system is quite an undertaking, but the will is strong and the results are starting to appear. As indicated, we&#8217;ve messed around with terrain, light, materials (river), particles (smoke) and importing content from 3d Studio Max(cottages). This post will tell the epic tale of how we conquered the material editor.</p>
<p>To familiarize ourselves with UDKs material editor we could have started out by creating a boring brick material or something equally unchallenging. However, since we are fearless on the battlefield of game development (and sandwich making) we started out the hard way; by creating a dynamically reflected smooth-moving river with &#8220;realistic&#8221; physical properties. So..how to create a flowing river? The first challenge was to create the actual geometry for the river surface. UDK features a toolset for creating geometry using CSG. When used to polygonal modeling this approach is a little bit weird, and the results were therefore accordingly weird. The problem here was that we wanted the flow of the river to move along a path, and not in a single direction in world-space (which would look stupid).  To do this we created a so-called BSP &#8220;brush&#8221; which consisted of several surface all together resembling a river surface. Each of these surfaces should be somewhat square and together create a curved river geometry, and have perfectly  squared out UV-coordinates (0.0, 0.1, 1.0, 1.1). Such a scheme allows a texture map placed on the river geometry to  be seamlessly moving along the U-axis, and creating a &#8220;flowing&#8221; illusion. The problem we encountered was that we didn&#8217;t manage to force the UV-coordinates to be square on a non-square surface. Things were looking grim, but in the horizon shone a beacon of hope and justice (apart from their legal team): 3d Studio Max.</p>
<p>Our unmatched 3d Studio Max powers™ prevailed, and a river mesh was created in minutes, leading to massive guitar wailings, boner raging and democracy in several small African countries. With  geometry in hand we went on to conquer the material editor. Having a little experience with water materials we knew what we were looking for, but many hours were spent praying to the unholy UDK before our prayers were heard. The screenshot below outlines the basic river material.</p>
<div id="attachment_21" class="wp-caption alignnone" style="width: 310px"><a href="http://wailingninja.com/wp-content/uploads/2010/03/water_mat.png"><img class="size-medium wp-image-21" title="River Material" src="http://wailingninja.com/wp-content/uploads/2010/03/water_mat-300x215.png" alt="" width="300" height="215" /></a><p class="wp-caption-text">The material graph for the river</p></div>
<p>As the node count indicates, the final material is quite complex. Luckily UDK provides these nice grouping tools making it pretty easy to stay in control of the overall result. The final material has four major groups: Normal, Distortion, Opacity and Reflections. Real-time reflection in water has become ubiquitous in recent games, and UDK makes it really easy to create this effect. Simply place a &#8220;SceneCaptureReflectActor&#8221; in the world to indicate the plane of the reflected surface, hook this up to a TextureRenderTarget, and BAM!&#8230;instant reflections. Some of the other groups are pretty trivial: The normal group samples a couple of  normal maps, and combine them. When sampling the normals we create directed flow in the river by panning them along the U-axis. The distortion group simply desaturates the sampled normal and scales it up a little bit.  The opacity group was the most challenging. We wanted the river to appear a little transparent along the edges, as well as having increased transparency when the angle between the camera and the river geometry&#8217;s normal is small. To summarize many hours of frustration, we did a dot product between the camera angle and a fixed normal pointing straight up and combined this with a fresnel operation.</p>
<p>As seen in the screenshot below, our efforts were rewarded with a nice looking river. The keen eye may spot a terrain, some cottages, a little smoke and a&#8230;uh robot thingy. More on this later.</p>
<div id="attachment_22" class="wp-caption alignnone" style="width: 310px"><a href="http://wailingninja.com/wp-content/uploads/2010/03/screen1.jpg"><img class="size-medium wp-image-22" title="screen1" src="http://wailingninja.com/wp-content/uploads/2010/03/screen1-300x155.jpg" alt="" width="300" height="155" /></a><p class="wp-caption-text">I like river</p></div>
<p>Keep on wailing!</p>
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		<slash:comments>58</slash:comments>
		</item>
		<item>
		<title>A Horrible Ninja Appears!</title>
		<link>http://wailingninja.com/?p=1</link>
		<comments>http://wailingninja.com/?p=1#comments</comments>
		<pubDate>Sat, 06 Mar 2010 02:00:14 +0000</pubDate>
		<dc:creator>Random Ninja</dc:creator>
				<category><![CDATA[Apocalypse]]></category>
		<category><![CDATA[Concept art]]></category>
		<category><![CDATA[NGA]]></category>
		<category><![CDATA[UDK]]></category>

		<guid isPermaLink="false">http://wailingninja.com/?p=1</guid>
		<description><![CDATA[Welcome to the development blog of the game studio with the most awesome name in the history of Man:  Wailing Ninja Studios! Our current project is Apocalypse: The Four Unmounted Horsepersons. And how far are we along on this, you say? Well, I&#8217;d be lying if I said that we are ahead of the schedule. ]]></description>
			<content:encoded><![CDATA[<p>Welcome to the development blog of the game studio with the most awesome name in the history of Man:  Wailing Ninja Studios! Our current project is Apocalypse: The Four Unmounted Horsepersons.</p>
<p>And how far are we along on this, you say? Well, I&#8217;d be lying if I said that we are ahead of the schedule. But we can safely say that the guitars are bought, the boners are raging and the work has begun. We are using Epic Games&#8217; Unreal Development Kit for our development and it is awesome. Sadly, our skills with it are puny and weak. But while we have a lot to learn yet, progress is being made.</p>
<p>We have set ourselves a goal of delivering something for the game competition Norwegian Game Awards, and this goal is something we will work hard trying to reach.</p>
<p>In the meantime, here&#8217;s a concept of Death:</p>
<p><a href="http://wailingninja.com/wp-content/uploads/2010/03/death3.jpg"><img class="alignnone size-medium wp-image-5" title="Death" src="http://wailingninja.com/wp-content/uploads/2010/03/death3-300x172.jpg" alt="" width="300" height="172" /></a></p>
<p>Keep on wailing!</p>
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		<slash:comments>62</slash:comments>
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