Showing posts with label Stuart. Show all posts
Showing posts with label Stuart. Show all posts

Sunday, March 18, 2012

Update

We have our asset list and file naming conventions sorted out. Aaron1 was going in to see Ash and the audio class about getting some help with the sounds for the game.

We did all the MOCAP on Thursday. Rob suited up fro us. The session went really well. We even managed to get the swim done, thanks to a large and heavy sofa from the hallway outside.

I have been working on the entrances for the maze



Saturday, March 10, 2012

Boost models

Here are two models that when come across in the game will give boosts. I reckon it would be good if you had a chance out of 10 for different things to happen. For the ankh (Health boosts) 1/10 for full life restore or extra health on top of normal, and 1/10 to kill you. The rest in between.

For the Treasure Chest you could have say 8 out of 10 chances that give you gold and 2 that make you lose gold.

I need to make a sword or something for attack boosts and a potion/magic one as well.



Friday, March 9, 2012

Motion Capture Animations

We will be going into the MOCAP studio to record the animations for the game characters. The main race character, the dwarf, will have the most...

Animations for Grimwood…

 Dwarf

  1. Idle – breathing
  2. Walk cycle
  3. Run cycle
  4. Puffed out cycle
  5. Swim cycle
  6. Jump – with arm swing
  7. Throw dagger/axe – overhand
  8. Stab – with dagger or sword
  9.  Die
  10. Pick up object
  11. Put down object
  12. Throw spear
  13. Taunt
  14. Shield defend
  15. Backhanded sword strike
  16. Get arrow and shoot
  17. Throw potion
  18. Cast spell
  19. Frisby style weapon throw
 The boss characters (ogre, imp, gnome and birdman) will each have

  1. Idle –
  2. Weapon attack –
  3. Walk cycle
  4. Charge cycle
Each animation is only a few seconds long and will be looped or joined with others to create the in-game character animations.

Tuesday, March 6, 2012

HUD Ideas

In Game Art we have been looking at ideas for the HUD. Here is mine...





Another option is to have the same art, but up the other way and in the middle, with the rollouts still to the side. Something like this ...




Sunday, February 26, 2012

Looking into the Maze

This is roughly what the maze opening will look like, with the pillars etc around it.


Saturday, February 25, 2012

Mazes

I have just finished unwrapping the mazes. It took about 60 hours work (and it really felt like work) to design, model and then unwrap them. Now all I have to do is paint them.


Monday, February 20, 2012

Maze Entrances

Here is the base model for the entrances to the mazes. It still need tweaking and painting.


This is a possibility for the flaming torch for use in the maze. The new character class would be able to extinguish them for a short amount of time.


Saturday, February 18, 2012

Boss Base - Temple

This is the other base for the maze level (the first is the sphinx). It's not painted yet.


Thursday, February 16, 2012

Ogrion - Boss Character

I have finished modelling and unwrapped one of the boss characters, Ogrion. He's an Ogre with some lion gear on. About 3000 polys with his club. It's taken me over 30 hours so far. Still have to paint him, make his bones/animation rig, and then do the actual animation. At least another 30 hours.

These aren't his final colours. They're just so I can see what I am doing. 

I can't decide which colour to make his skin. The gloves, pants, head-dress and boots will be done like lion fur. The neck dress will be like the Egyptian pharaoh thing.


Monday, February 13, 2012

Egypt Maze Level Layout

Here is the layout for the maze level. It will be in a giant cavern, so the floor will be uneven, with rocks and stalagmites etc. The walls of them maze and temples will have Egyptian style art that includes the fantasy races instead of human characters. The base at the far end will be a temple in the style of the Ramses II giant wall carving. This end is based on the sphinx. 


To give an idea of map size, at the moment it is about 90 meters wide.



Sunday, February 12, 2012

Mazes

I have done the basic models for the 24 maze sections. Here's a pic in which I have spread them out so you can see them. Whenever the game loads, a random combination of the 4 sections will be generated. There are 24 combinations in total. There will be traps and monsters inside and a capture area in the middle.


Saturday, February 11, 2012

Friday, February 10, 2012

Ogrion Model

I've done the basic model for Ogrion, one of the boss characters. He's about 3300 polys. I'll need to reduce that to about 2000 for the game, but then add a heap of detail for the cinematic.


Here he is at 2700 polys including his clothes and club.