Friday, April 19, 2013

Weekly Update 4/19/2013

The last two days, April 17th and 18th, have been a mad house. We pulled a somewhat emergency meeting in the middle of the week for everyone who could make it to get all aspects of the game up and running, getting it to an aspect of fun, and then integrating everyone work into the master file on Aaron's desktop.

95% of the texturing of the level is finished, thanks to Murillo. We also fixed a problem with the black edge out-liner so it will work properly on far away distances, and added a depth of field to further emphasize that you are playing a small squirrel character, and not a normal 6 foot human.

Here are some screen shots of the level:







Please excuse the warning string, it isn't in the final game.


The integration didn't sound like too much of a problem, but when we got it all integrated, some of the systems wouldn't communicate with each other properly. One of the bigger examples of this is that the hat system, where your hat drops off every time you get hit, simply doesn't work when an AI enemy hits you.

Wednesday, April 17, 2013

Weekly Update 4/16/2013

We spent the 11th to the 14th of April working extensively on a demo for The ESA student game competition.




We took over a study room and stayed in there for four days to get as much content into the demo as possible!



Murillo worked on building assets for the level:







This last model is a tower that will spit fire at you when you get close. You must crouch to stay below the flames.




Josh worked on the health mechanics and a torch puzzle for the first level. The biggest breakthrough he made, though, was the ability to trigger custom animations for the main character. We now have the ability to trigger whatever animation whenever we want!




Miguel did some miscellaneous sounds for some of the cut-scenes, and also made a final version for the level and boss fight music.








Steven and Aaron collaborated on the particle system, which uses a Wind Waker-esque style:









Lincoln finalized the HUD, which is fully interactive. Here is a video of it in action (with teleporting and hologram mechanics done by Steven)







Dusty worked on modeling and texturing several characters, including the giant Robot Armadillo, the King Tarsier, and the regular robot Tarsier:








Justine worked on drawing some awesome plant textures:


































Aaron worked on the credits scene as well:








































Most of Steven's work involved animation for the major cutscenes in the demo, as well as some interactive sequences:


Monday, April 8, 2013

Weekly Update 4/7/2013

Murillo is extensively working on the First level, which will take place in an ancient temple.





Some column models by Murillo.



Our level will take place high on top of ruins, so the background will be this stylized forest texture.




Level 1 Flow - By Murillo.




















Steven is working on the animations of the Armadillo. There are a few transition issues, but it is mostly done.


Manny made the butterflies flow and do damage to the player.



This video, made by Josh, shows the death scene animation when the camera zooms in.




Action pose made by Justine



This is the bird song that occurs when you get hit



This is the alarm sound of the tarsier


This is the moving rock sound



This is the nearly complete level one music. All sounds are beautifully done by Miguel

Awesome dynamic tail work done by Lincoln and Steven. Looking good!

Dusty start on the king tarsier model. It still need some modifications, but otherwise it looks good.