I spent this week updating some more menu stuff and getting everything ready to be implemented this weekend. Here is what I have got:
We are working diligently to finish the game, we hope to start the main release process next Thursday! Get excited!
Thursday, February 27, 2014
Saturday, February 22, 2014
Building the menu
We are planning on releasing in the next few weeks, and because of this we are all scrambling to get everything done. The art team is working on finalizing a lot of assets such as menu screens and objects and a dragon. The menus that we are creating are going to be interactive and in 3D, meaning that the player will control a character that interacts with the environment to select certain options. Our plan for the main menu is to have a castle, a cannon, and a merchants tent that represent the things you can select. The castle represents the option to start a new game. The cannon will represent the option to continue a game, the idea is that the princess will get launched up to the level of the castle that the player was on last. The merchants tent will represent the options menu which will have other things within. I put together the tent and the cannon, they are looking good in my opinion. I believe that the menu will be a cool little feature that we are including in the game, and look forward to seeing it being implemented.
Thursday, February 13, 2014
Looking Good!
Our game is finally looking like an awesome game, rather than something that was put together in a hasty manner! It is really exciting to see our work all coming together and to finally see what the game looks like with the 3D assets that the art group has been making all semester. We have put in a long day on Monday to attempt to have the game ready for release, and though we did not quite make it to that point, the game is looking really good now and it feels good to know that our work is paying off. Over the course of this week I have been working on a model and some animations for something we are calling a bumper. This object basically knocks back the player when they run into it. We came up with idea to use a straw training dummy that has shields that smacks the player when the get near. This is what I have got so far:
(I will probably change the textures)
We still have a lot to do, but we have been making huge progress lately!
Games being played: None :\
Wednesday, February 5, 2014
Play Test
We have a big play test tomorrow that will see common folk and industry people alike checking out our game. It is a little bit nerve racking because I know that our game is far from done despite the fact that it should be nearly finished at this point. I managed to get all of our assets finalized and in the correct form to be put into the game, however they are not in there yet due to time constraints, so our game will probably be looking pretty lame still, but should have some awesome new feature in it. We can only hope that things go okay tomorrow and that people enjoy our game despite the lack of completeness. Time will tell!
Monday, January 27, 2014
Environmental Doodads!
Whitt and I continue to pump out more and more environment objects, and the ones that have been textured are looking awesome! I have continued to model objects that will be used in the environment as well as some of the objects that will be interacted with, such as switches and our "tilters." I think we are getting closed to making a full 3D level now which is pretty exciting!
Doorway arch screen:
Doorway arch screen:
Games: Payday 2 (with the lads), Hearthstone
Monday, January 20, 2014
Level Building
Shifted gears for a little bit over the weekend and worked on some levels for our game. I think there are a few out of the ones that I created that are decent. I liked using slopes and tilters to try and create some sort of environment puzzle that needed to be navigated. I even ended up creating a tilter maze that is a bit chaotic to navigate haha. We will see what everyone else thinks about them come Tuesday.
I have not really done too much art stuff recently, but did make a nice looking pot today that can be used for stuff like leaves and what not.
I have not really done too much art stuff recently, but did make a nice looking pot today that can be used for stuff like leaves and what not.
Games being played: SWTOR, BrĂ¼tal Legend \m/ (You cannot kill the metal!)
Friday, January 17, 2014
Situation Critical!
Our team is in trouble... time is running out and our game is not quite a game yet. This is turrible, just turrible. Our professors came by and had a chat with us this week and basically said that they needed to see something resembling a game by Tuesday. This means that we have got some serious work to do over then next few days. We have decided to go the route of little to no story in order to speed up development time. We have also decided that everyone that is not on the tech team should begin working on level development so that come Tuesday, we have 80 or so levels designed, and the top ten or so will be used for the demo on Tuesday. I am putting 3D modeling on pause for now I guess, so that I can work on designing levels. Hopefully I can come up with some good ideas, so far I am thinking switch/maze like puzzle levels along with skill based navigation and some Sonic-y spring levels. We shall see what I am capable of with the level designer, fingers crossed.
I did manage to finish a fancy looking door model this week as well as some updates to the previous pillar model, they are looking good!
Games being Played: SWTOR, The Witcher 2 (the Roche side since I did Iorveth's last time (Iorveth is better)).
I did manage to finish a fancy looking door model this week as well as some updates to the previous pillar model, they are looking good!
Games being Played: SWTOR, The Witcher 2 (the Roche side since I did Iorveth's last time (Iorveth is better)).
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