Monday, June 4, 2012

HUD Arts

Steve Saric has been working on the mini-map for the game. He asked for some art. I did the new crosshairs while I was at it...

The centre direction arrow



The minimap compass surround

The crosshairs

Sunday, May 20, 2012

Update - Multimedia

Had our meeting today...

Things that we will work on this week:

  • The scale of the maze map needs to be approximately doubled to allow for the size of the characters
  • The size of the desert map needs to be dramatically reduced
  • The lighting in the maze level need to be brighter
  • The GUI needs to be finished 
  • Need a webpage for the download link
  • Anything new needs to have 'Lords of Grimwood' instead of 'Grimwood'
We'll endeavor to have all this done by next monday.

Thursday, May 17, 2012

Shadowstalker Abilities

Moving ahead with the abilities we agreed on on Monday, I have implemented two of the Shadowstalker abilities. The backstab is obviously hard to show to people but here is how the blind ability works:

What the Shadowstalker sees:

What the person getting smoked sees:


Also need any particle effects or button icons anyone wants to make

Tuesday, May 15, 2012

Maze Level

The Maze Level is pretty much done. I have put it on the shared drive. Lights and particle effects have been modified, some textures changed, and the terrain finished off.




Monday, May 14, 2012

Shadowstalker

Hi,

I recently added the Shadowstalker class to the game with the skins and models supplied by the Multimedia students. There are a number of issues with mount points and the model had to be slightly edited to even work but it's there. The animations also continuously play on a loop, more on this below.




Side note, would like to ask the multis to make some small changes to the model, the camera needs to be facing the opposite direction (can do this in Torque), and slightly readjusted in position (further out). The mount points should match up with the Goblin model (I think it uses mount0-4) and seperate versions of the model need to be saved with different material names for each class and team (or else there is a model texture conflict and they all share textures). Additionally the animations should line up with the Goblin's, or alternatively we will need the frame numbers for each animation and what action they refer to.

Thanks!

Sunday, April 29, 2012

Original Wishlist

- Rotate the character when dressing it
- Have cross-hairs or targeting
- Targeting could have a small health bar over targeted enemy
- Have sandstorms in the desert that effect play
- Have mounts that can be bought and mounted
- Have a team boost when the central capture point is held
- Have a melee attack
- Check on the existing sounds. Make sounds more dramatic
- Have a warning sound or message when base is being captured
- Have a team attack with a boost if several players attack in concert
- Develop a bug reporting system
- Have and record achievements
- Make sure that the colours for the 2 teams are obviously different – maybe have the names over their heads be different colours, like red for the enemy
- Be able to customise clothing/armour – colours, metal types etc
- Be able to sprint for short bursts
- Have music in game
- Improve on the animations
- When under water health goes down
- Spend money on upgrades of armour/clothes etc.
- Make the Alchemist character give health bonuses to close by team members buffs/debuffs
- Have an in-game map
- Record match data – kills/deaths, time played, money, …
- Have a guild calendar, friends lists
- Be able to save different character profiles
- Have tool tips
- Have props that when found give health recharges, like herbs/gems
- Game credits
- Have levels/ranks
- If central point is captured, then you can sport there.

An assessment of this wishlist as we see it

- Crosshairs are working but we would like to customise it
- health bar is working but again we would like to customise it
- sandstorms and steam vents particle we would like to do but if we dont have time wont go in Teppei & Rob
- Mounts some models are being but we dont know about implementing them
- Team boost when the central capture point is held is being taken out
- Melee attacks we don't know how done this is if it has been looked at at all
- Check sounds and what not the sounds are in the works we will check on the progress of it
- Have a team attack boost if several players attack in concert it is something we don't think is a good idea so we wont have it
- Develop bug reporting system we have the word document but we would like the in game form
- Have and record achievements we dont know if this has even been touched
- Different colours for different teams it is in the works as I type
- Be able to customise clothing and armour not at this time
- be able to sprint is in game
- Improve on the current goblin animations we wont be handling this at this stage
- When under water the lose health we dont know what is happening with this
- Spend money on upgrades and stuff this could probably use the original system if not a variant of it
- Make Alchemists give a buff to close by team members we would like to see this
- Mini map we would like to see what if any progress has been made on this
- Record match data does the game do this now?
- Have a allegiance calender, friendslist if we cant get this done (in the lobby preferably) then it can be done on forums and stuff
- Be able to save different character profiles I think this has been done but we need programmer feedback
- Have tool tips is in
- Pickups some art has been done we can work out what each pick up does
- Game credits networkers were going to handle this for us
- Have levels and ranks at this time we dont want this
- If a spawn point is cpatured you can spawn there is in the game.

If anybody has some queries about some of these things please talk to us. Also we will be assessing our asset list soon.

Committee Meeting (Multimedia Part)

Michelle, Tanya and Alan, as well as Phil and Travis were at the meeting today to help us with our planning and soem of the issues that we have come accross.

Michelle and Tanya are going to sort out some textures for the red and blue team goblins, and the level of detail models for the trees. They will also give us some documentation on the mounts for weapons etc.

There is a partly finished Maze level and a partly finshed desert level, ready to be implemented by the programmers. We'll keep adding to them as we go.



Sarah is going to start adding the art for the GUI.

Teppei and Rob are going to work on the particle effects for the levels and spells. Aaron and Stu will supply a list.

We have also looked through the initial list of ideas for the game and Aaron will post where each item is at. We will email the programmers to check on some items.

We need to speek the MM Stage 1s about the models that they are going to supply.