Wednesday, 27 March 2013

Bang Bang You're Dead



Sup.
I remodeled my hands/arm. I think they're looking a lot better than before, considering they have a lot more depth and muscle now.

I tried putting them on the axe, but the hilt was a bit large, so im going to have to fix that later.

For now though, i think they look good on the gun.
Maybe i'll try adding a glove or something tonight

See how it goeeess


Tuesday, 26 March 2013

Up yours Goebbels



Not much to report today, i just re-did my soldier guy and just gave him a basic colour scheme.

I'll get to CAT rigging him tomorrow, for sure.


Feeling pretty tired today, so i didn't do much when i got home.
Just thought I'd chuck down a blog quick

No woz

Back to monster hunter!

Monday, 25 March 2013

FACEBALL


So i got all the assets and stuff done for this today, the uh. Ipad game remake of Spacepong we gotta do.
It's called Faceball, for a pretty obvious reason haha.

It's mainly like pong basically, with an added twist; you gotta make sure you're not the one who hits the angry faced ball that will come in over time. It's pretty straight forward i guess, with a negative point penalty befalling whoever is unlucky enough to hit the ball.

Both the players scores are located at the top corners of the screen, each with the ability to type and save a different profile and score for use next time. The number in the middle will pretty much count down how long until the next faceball will spawn in, so players have some time to get ready and sorta plan what they're going to do or whatever.




Saturday, 23 March 2013

Hi Guise



So today I modeled an arm for my game. It was only a quick practice model to see how it worked.
It seems like it was pretty alright, but as you can see in the second image, the wrist on the left arm is far too small for the gun... Though these arms do have a lot of problems, so I might just re-model them. But I've learned some tricks and stuff, so hopefully next time they will actually turn out pretty nice.



Man...
I'm tired.

Friday, 22 March 2013

Lads.

Dead Ass Sumbitch


So today i decided to model my creep for the FPS.
I thought it looked pretty alright.
I think i need to make them look a bit more organic though, probably make the arms look a bit more muscle-like or something i guess.

I changed my idea for the way the player will pick up the axe, too.
Instead of having it in a shrine or something like i initially planned, i think that having it wedged in a giant Ocellus (Yeah, i changed the name again), which would then come to life after the player has the axe in hand.
Seems like a pretty solid idea.
This fight would be an easy way for the player to establish the axe is very powerful as the gun would be nearly ineffective against the giant Ocellus, whilst the axe would hit it for massive damage.

If it was possible, i think it would be really cool to have animated kill scenes like the ones in Skyrim where you actually see the player kill the enemy with some sort of cope de grace move or something. But you know, pipe dreams.

The, Uh- hand modelling didn't go too well but i might pick it up again this weekend.

I don't know if i should continue working on the FPS though because i think I've done enough assets and what not for the time being, but i really wanted to muck around with the AI we were fooling around with in class, just to see if i could get the creeps to track the player. That'd be sweet.

Alright, that's today's blog. I'm out.

Catch.

Tried adding the creeps in different positions. Worked out pretty well i think.




Wednesday, 20 March 2013

Yo.


I feel like im posting too many of these but you know, whatever.

That's just a screenshot of my axe in unity.

I've got a lot of first person assets done and i might even be able to finish putting all the assets in tonight.

That'd be cool.

The tablet i ordered came today too, so i've done some more concept art for the character and i've already changed her again...


Short one today

Maybe another blog later if anything good happens

Sayonara

Tuesday, 19 March 2013

2am... Really?



Alright, so. This might be a big one.

Today i decided to get some of my FPS assets done and import them into the game. They work pretty well and i think i'll be able to get the map set up maybe by the end of this week at the latest. It's a bit punishing working with only grey polygons in unity but hey, what are you gunna do. 
In the uh, top picture, I've placed the gun (no it's not bound to the camera, i wish) in the scene along with a door that is locked, the door frame and the screen-like object to the right is the save station of the game.
I'm hoping to be able to do some sort of fancy HUD or something with that and maybe have it come up on interaction with the save station.

I'm starting to heavily think about textures now, though that shouldn't be too hard as i plan to have a very simple, metallic texture placed around the first area. I tried to model the creep in Maya too, but that was a bit of a challenge and i thought I'd be better off just waiting for help with that.  FPS speaking, things are moving very well, with my gun UV being unwrapped, i just need to clean that up a little and I'm ready to texture it. The level design is also going well, with the door frames and the lock door areas placed in. I'll get to working on the tower defense textures this weekend... That is if I'm not working some stupid hours.

------------------------------------------------------------------------------------------------------------





So most of my night was spent, making this; it' the main characters ship in the game. It's not THAT important    of an entity in my game, but provided this is the first thing, or one of the first things the player will see, i thought i should make it look quite nice.

The top picture is what the player will most likely see, and the bottom one probably won't be used.
The top image is simply the ship in it's landed position and the bottom being it's appearance when it's actually being used. A cool idea i was given for this ship was that instead of just taking off using the jets on the wings; it would seemingly jump up into the air using the mechanical legs and then the jets would rotate into position and it would begin flight.

Seems pretty legit
Probably won't be put in the game though, which kinda sucks.


Alright, that's all good.

I.
Am going to bed.



Monday, 18 March 2013

The, Uh Tower Defense.



Yo, here's the mock up for the Tower Defense.

I wanted to limit the amount of turrets the player could put in at the start and perhaps have unlockable land areas for turret building in the later game.


The start of the game will only let the enemies travel down the long route, which means the enemies will be easy to kill and allows the player to kinda grasp what they're supposed to be doing and what sort of controls and weapons are at their disposal. In the later rounds, the pile of rocks seen near the black van (where the baddies come from) would be destroyed and both the paths would then be used by the enemies. This adds a little bit of variance to the game and doesn't mean that straight up you're dealing with two paths of enemies.

Perhaps for a small amount of EXP or points or whatever the currency is, the player can rebuild the rocks?
Wouldn't be a bad idea.

Hopefully this map is pretty easy to understand. I decided to add a river, because you know...
Rivers are nice.

Anyway, yeah. That's about it.
I don't really know what to do for the area outside the map?
Do we just repeat a texture with some nice scenery or is there a trick?

Guess i'll find out tomorrow, eh?

Catchya

Sunday, 17 March 2013

Gamu AI-u


Enemy AI FPS

-Weaker AI will rush towards the player and try to defeat the player by rushing them
-AI will be unaware of the player until the player goes within a certain range or the player causes enough noise or is in easy visibility of the enemy.
-Enemies won’t chase the character between door areas. Moreover, they will stay to their specific area. This gives the player a way to escape from the enemies if they are too overwhelmed so they can re-think their strategy.
-Later in the game, the player will obtain abilities that can alter the AI movements and the way they behave. One of the added abilities will be one that triggers a fear event and the smaller AI will run in fear from the player
-Some smaller enemies will attempt to conceal themselves in the darkness of rooms and the shadows. Aiming to surprise the player by jumping on them.
-As the player progresses, move enemies with very different AI will be introduced.
-Some enemies will crawl up walls and attempt to attack the player from surprise angles.
-Other AI may work together in a pack formation to bring down the player
-Smaller AI in a pack will defend the bigger Ai and take mortal blows for them, or try to.
-Some AI will be pure suicidal units and primarily aim to collide with the player and explode
-Plant AI will remain stationary but some will activate as the player walks by or enters a certain radius. Upon entering this radius, the plant will explode upon the player.

------------------------------------------------------------------------------------------------------------

So that's the AI for my game.

I was planning to have numerous enemies. Most of which are local to the planet and are usually insect type enemies or plant enemies.

Later on in the game i planned to introduce some military style enemies that will have preferably melee attacks and ranged attacks.

The whole idea with the natural enemies is that they would have a pecking order, so to speak.
In saying that, i wanted to have enemies react to each other, not only the player.

For instance, i wanted to have the higher up enemies give commands to the lower enemies, or even have the lower-ranked of the pack take mortal hits for the bigger ups.

I wanted to make the player really feel as if they are versing intelligent, natural enemies at the start of the game. The enemies i have planned/ am planning are aimed to keep the player interested, to make them wonder exactly what kind of planet they have landed on.


Right, that's done.

I'm out.

Saturday, 16 March 2013

Alas, a problem.

So i left my HDD at TAFE this week.

Juan picked it up but you know, now i can't work on my maps or anything.
Shouldn't be a problem because i was almost done with them, i just needed to import my robots and add some assets and what not.

In the meantime, I've been working on doing some concepts for my FPS game.
This is one of the creeps for the my game that i want to use.
It won't be that big of a creature but it'll be around medium size.
The whole idea of this creep is that i will be a wall walker and won't just attack the player straight on.
This creep will probably end up become a 'swarmy' kind of monster that will try to overwhelm the player with sheer numbers.

Other than that, I'm working towards finishing up my GDD today
And then I'm gunna kick back with some Persona 4.

Laters

Wednesday, 13 March 2013

Yep, another blog.





 Yet another blog!
Huzzah!

This is just so i could chuck down my maps that i've done/ am doing.

I've finished the first person map, i just need some help cleaning it up and what not.

I'm pretty happy with how it looks considering i had to scrap all other ideas and quickly do this one.


The dungeon defender one is looking alright.
I've defined the mountains and im planning on where to place the objects on the inside.

Im mainly thinking of just having elevated land and trees for now because my game is based in a sort of green area with a few mechanical things.

See how it goes.





MAP DESIGN IN THE BAG





Here's the map design i got done.

It's very similar to Metroid as i planned.
I might get started on doing some assets and then place them in and around the map to give it some personality.

There's an image of the character I'll be using for the game.

The whole basis of this map design is that this is the first area and the player will only come in here with the gun.

The aim is for the whole are to be shrouded in mystery and the player can see that the whole place has been torn apart by something or someone. The whole area will be dimly lit, if lit at all and the player, once the player gets the axe, they will be able to progress further into the level by jumping across the area marked with the platforms.

Aside from this, today i textured my robot for the dungeon defender.
It's not looking that impressive, but it's stylized so i think i can get away with it from a far angle.
Texturing the other characters shouldn't take long and hopefully i can get that done by next week.


http://www.youtube.com/watch?v=tTfYhTRLWkA
This song here is one that i would want to use for my game, something like this for a boss battle or like a like important encounter.


Alright, that's my speel.

Time to go home.


Catchya.

Tuesday, 12 March 2013

Mapsmapsmaps




So we're making the maps for our games now.

I've realized that the map that i designed is for a multiplayer map.
Which, uh, isn't what i want to do anymore.
So now i've got to work on changing my map to be more single player oriented.

Once again, calling back to Metroid Prime; the map designs are really awesome and simple.

This is something i'd like my game to be like, with many expansive rooms leading to different and interesting areas.

Metroid has a lot of platforms in different areas allowing for the player to find secrets and good vantage points for taking out enemies.

Though many areas have elevators and such which i don't think we'll be able to add.

And- well, that would mean i'd have to make another map

...or maybe just a second level
...hmmmm

Tuesday, 5 March 2013

Gunvarrel

This is the gun i've designed for the first person game.

It's sorta under the same art style as my axe.


Today we are doing some more creep modelling in 3Ds Max

What sucks ass is im used to Maya now


lol bye