Hello to the loyal following and welcome to the new comers. Welcome to the blog of the week that not only muses but entertains on the whole game design side of BurnBrightGames. So lets get started. This week was great in terms of progression. So many new things to come and implemented. Lets me start this tale with Dan's doings and boy he was busy. This week we started off with white boxing a new temple and with a new temple comes new mechanics. AS fans of payload in TF2 we have implemented a new mechanic to mimic this and dan already got it fully working. This mechanic will allow us to transport items and bombs. We have new level dangers and enemies. One of the enemies is an elemental form of wind born from a statue and powered by a raging tornado. This enemy will swim through the level and will act as a hazard capable of lifting up the player and ruining all that precious progression you have made. Below is a gif of the new enemy(model only a rough placeholder) but Dan has created a very cool and flexible node system for him to swim though. The spin's you see are completely automatic and we can get him doing very cool stuff. Traps!?! Its a trap! Yes that right new temple new traps we have already implemented new traps for a temple. As each temple is a different element and a different theme we aim to make each area unique even with the traps that are housed in its walls. We are really excited to continue and finish out this temple asap as we cant wait to play it through. Now its My Turn(Adrian). I have been busy with said whiteboxing the temple with dan. Apart from that i have been modelling out deco items for the fire temple and soon it will be 100% complete and ready for textures. Everything is filling in nicely and starting to look complete. But hey why would that be all I am doing. I have also set up a rig for the fire temple boss and have been creating new shaders. The Boss has been rigged up with a flexible I/K rig in blender and is very flexible to use. Above is a bridge I modelled for the fire temple and will be used as decoration in the back ground and will also be used as (crazy idea) a bridge. But i get sinking feeling in parts it will not be doing so great. Another thing I have modelled and is already in game.That is the bucket lift. This is used in the Fire temple as a means to climb to higher ground that is out fo reach. But as the temple was abandoned yeas ago the player must some how power them back up and running. The lids are animated using physics in unity it self and looks really sweet imo. Time For Some Tunes Now its time for our choices of tunes for the week. Dan goes first with the song from Mark Knopfler with If This Is Goodbye. Mellow :D My turn now and its Gaye Marvin with Aint No Mountain High Enough Aaaah :D chill out time.
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Welcome to this weeks Sunday Musings. It's been quite a busy week for us this week and on that bombshell, lets get this merriment underway! Do All The Things! We've managed to go through lots of work this week and the game has been progressing very nicely. We're planning to do some White-Boxing today or some time next week. We've only been planning to do it for the past 2 weeks! But lets get on to what we actually did this week... Adrian spent his week modelling more levels to replace the white boxing in the Fire Temple that has been there since early in development. He's managed to model 3 more of the Fire Temple levels and unwrap another 3, so they'll be ready for texturing much later in development. As Adrian mentioned in the last Sunday Musings, we both decided that it would be better for everything to be textured towards the end of the development cycle, in order to ensure that everything has a consistent style when the game is completed. With those levels now complete, the Fire Temple is just about finished which is damn exciting to see. He also tried out Multi-textured lava this week to see how well it would work for Lavafalls. Basically, it uses masking to create gaps in the diffuse texture making it look like the lava is falling. We're quite happy with how it looks so far. Adrian also did a quick GUI test, to see how the GUI looked in game. Thanks to the new GUI system in Unity we can test these things out pretty fast with minimal fuss or problems which will no doubt prove extremely handy later on when putting all the GUI elements together and animating them. I, as I wrote in my blog this week, had a week of trial and error. Lots of trial and error. The main thing I've been trying to do is to get a new enemy, a worm as per the title, to follow a path. I've managed to get it working in some shape or form twice this week but it's not quite what we're looking for. So I'll have to try another method to, hopefully, get it right. I also made the archer spawner, which is a lantern, swing using hinge joints in Unity. Really simple to do but it creates a nice effect when the player jumps into it. I also added a section in the spawner's script which makes the lantern mesh swing when it's hit by an attack which was the Screenshot Saturday this week. Here it is for those who missed it: I also did a quick test for the opening section of the Fire Temple. The winch that enables the player to continue is now blocked by a cage and I created a quick script that breaks the cage under certain conditions. Playing Games Parallel...that probably makes no sense in this context So this is usually the part of the blog that I regale you with tales of our exploits in TF2 or Risk of Rain during the week but we've hardly played any games together this week. We're in dire straits, I tell you. DIRE. We did, however, play some games separately. Adrian finished Bayonetta 2 this morning and seemed to enjoy it quite a lot, I'm sure he'll tell you all more in his blog during the week. I'm going to guess it'll be a glowing review! I played some of The Bridge while extremely tired and performed surprisingly better than when not feeling tired. That shall be my new strategy, I think. I've also got back into Skyrim. When I say "back into", I really mean I've started to get some mods together with the intention of either starting a new game or finishing my current save. I've not decided which to do yet. Chances are, I'll download all the mods and then not play the game, as I've done many times before. Music Time! Onto the songs, I say! So this week, Adrian has gone for Wolfmother's "Woman". Apparently this song was in Guitar Hero. The intro sounds awesome. Good choice, sir I've taken a break from picking Lagwagon songs repeatedly and gone for Brand New's "Me vs. Maradona. vs. Elvis". I'm not sure why it's called that but it's a good song regardless Dan's: Brand New - Me vs. Maradona vs. Elvis Adrian's: Wolfmother - WomanAnd Close... And so ends another Sunday Musings. Be sure to drop back during the week when Adrian will be doing his blog and then again for next week's Sunday Musings!
Enjoy the rest of your weekend! |
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