That,s right its time for another dose of Sunday musings with me(Adrian) at the helm. We have been so busy over the last week its crazy. We have been putting together the end art and enemies code in place for the early stages of Reprieve and boy when we want to the stuff flies together.
I have been super busy creating the assets for the Forest. Firstly by doing a draw over the white box so we have the game play the way we like and the visuals just fit over the map layout. This is done by just grabbing a screen shot in orthographic view and then using a new layer in photo shop to work out what would work where. Doing this method led me quickly into the second level of the forest(which is actually like that 8th scene/level in game) As this level is still early on in the game we are still in the area of teaching players new mechanics such as the ground pound and this section has 2 area's to test it out in. One being a secret so shhhhh. I modeled out the meshes and unwrapped them and created the textures using the same style of texturing I have done previously in the weapon pack that is currently on sale and will be used as decoration and weapons for enemies in Reprieve. This Scene was the Screen shot Saturday this week and we are more then chuffed with the finale result we achieved and hope you guys like it to.
Apart from that scene I have also been making a Lava shader that flows and distorts like flowing lava should. We are just so happy to have lava in the game that does not look like a pizza XD.
With this I created a smoke effect for when the player is trapped on a screen and forced to fight. Like one of them scenes from golden axe where you wait for that almighty GO==> to appear to venture on your epic quest. Area's like this are designed to slow the pace of the game and yes some enemies will be skippable some will have to be faced.
So much done so much to do. But now onto Dan's shtuff.
Dan has been tweaking the enemies and making them better then ever having them drop exp and how it does that based on a random so lets say if the enemy has 30 exp to drop it looks at that and decides will it drop a bunch of 5's or 3 tens or a mix of crystals. It is actually really cool to watch them pop out of the enemies. He also create a wave spawn system that can spawn enemies in set waves so we can have things like -Heavy Light Light - then - Medium Medium Medium- and so on. Dan has been busy creating our new website as well and its a completely new coding language so we are taking our time to make sure it is perfect before release as its key to success. We also now have official emails!!!! with our own @burnbrightgames.com at the end of them but we will be putting them up on the new site so until then the inbox's will be pretty empty. Drop that bass!
Tune Time and Dan will go first with his new found favorite music of Baby Metal - Road of Resistance.
My choice is Tracy Chapman-Give Me One Reason
As we are in the musics section I might as well mention that we got a sneak peak of the forest theme music last night and we are still recovering from the awesome sauce!
Well that's all from Sunday Musings this week! Dan is in the drivers seat next week and should(fingers crossed) have some major news to share! Until then Have fun!!!
Welcome to Sunday Musings. We've got a small announcment this week. Huzzah! But first onto what we did this week...
Texturing Demons in the Pool
That picture was a bit too easy to find. Thought finding one to match that title would be a bit of a challenge. Evidently not
So this week we've been quite busy with Reprieve. Adrian got a chance to test out a Vertex Painter that we bought that enables us to blend textures in-engine and give meshes a more unique look. He also created said textures which are for the grass and mud, as seen below:
He's also been working on a cliff/mountain texture for the backgrounds.
We've also got some particles that have gone into the game this week. There's a new EXP particle effect which Adrian created this week, this replaces the current placeholder that's been in the game for the past while. Kind of a small sparkly effect for when you kill an enemy. He also created a particle effect for when the Demon's are spawning into the game. He was also hard at work on the animations for the rest of the Smoke Demons which he passed along to me early on in the week. Each Demon has their own animation set. The Thrower Demon has 6 animations, the Sprinter Demon has 9 animations and the Grabber Demon has 8 animations. So lots of work been done on those in the past week or so. As I said, he gave me the animations earlier in the week and below is some of the animations for the Thrower Demon:
Had lots of fun implementing the animations on this little guy this week. Lots of challenges to make it look right but we're happy with how it's working so far. He also has a higher jump when Evelyn is in his Range. More testing to do before we're 100% satisfied with it but it's looking good
The other 2 demons are mostly done with some slight tightening up of their movement to be done, like ensuring the Sprinter doesn't sprint off the map being my main concern for the moment. The grabber needs to be able to grab Evelyn (kind of important seeing as it's his name!) and at the moment that's not working as well as it should. Plenty to do next week! I also managed to get the demon spawning particle into the game and another Object Pooling script. This one covers the enemies and is far more flexible than Evelyn's object pooling system. This version allows more objects to be added without the need to add extra lines of code which is much more handy in the long run. Episode IV: A new...erm..Homepage
Onto our small announcement! As of yesterday, we've now got a new site, although, it's not live yet. There's currently a splash page stating that it's under construction. How long it'll take, we've no idea but hopefully it won't be too long, or Adrian will kill me
So that's a thing now. Go forth and caress that splash screen... Music of the Week
Onto our music of the week, Adrian's gone for Cheerleader by OMI, quite the summer song. At least he's in season, I suppose...
I've gone for Hvala Bogu by Regina. First heard of them thanks to the Eurovision. Judge me if you must :D Adrian's: OMI - CheerleaderDan's: Regina - Hvala Bogu
That's me for this week. We've more announcements coming over the next few weeks so keep a literal eye out. Or a proverbial one, if you value your eyes...
Enjoy the rest of your Weekend! |
Archives
January 2016
Categories |