Tuesday, June 17, 2008

Music, Spacing, and Final Touches

Have been working on level and bug glitches, and have moved blocks around to make the flow of the levels more fluid and bug free.

I have also created some music to go in the background when you change from white to black modes. The music is a light tune for the white mode, and a muffled bass like tune for black.

Monday, June 16, 2008

Compass Final

A compass was required to let the character know its orientation. The compass is set out like a gyroscope, and points up, left and right. There are roman numerals to show the player which level is in which direction, so in theory its a signpost. Because of the geography of our levels, we have to make sure the character realizes that it is progressing.

Here is a short clip of it in-game.


Walk Cycles - Finalised



Walk cycle has finally been finalised after a heap of testing with armature of the arms etc. With the decision to go with an ' over the shoulder ' cam we have found that having arms that are fluid detracts from the feel of the game. We came to the decision to keep the blocky style while also keeping the fluid legs. Because the arms are primarily seen in the over the shoulder view, it was imperitive that they look how we liked them, through all the tests, this was the most successful in the groups view.



Sunday, May 25, 2008

Textures

I have completed the texturing for the main character. I have tried to keep the art as true to the level as possible so the character will blend in seamlessly.

Here is it as the white version:
And the Black Version:





Saturday, May 24, 2008

Character Development

I have kept myself busy building the character and scenery elements of the game. While I have tried various versions of our character, We have come to a consensus that the character should be in the style shown below.


All armature is a accounted for and I am currently working on the idle, walk, and jump actions. While it is relatively simple, it fits in very well with our aesthetic, and the urge to add more to the design has had to be suppressed. I think the real selling point is going to be the animation for this design.

This was the original design, but it lacked any armature, but shows how it will look.



Tuesday, April 29, 2008

Finished Environment

Project 2 - Environment - Final

I am pretty happy with the final design overall, physics and camera aren't perfect but it is playable and conveys my idea correctly of a military experiment in a virtual setting. To recap, my idea is of a new military weapon, aka X-KMBW or Kinetic Magnetic Ball Weapon, and its experimentation in a virtual environment.

Monday, April 28, 2008

Quick Update

I have enlarged and retextured my whole environment, was a bit of a mission but I wanted it to look good. Have also tested a ball in environment and created a few scripts to handle the way that it rolls around the environment.