Monday, September 23, 2013

September 21, 2013

Hey everyone! Here is a new update, please take a look!




Our main programmer, Lincoln, completely reworked the AI.



Manny and myself (Aaron) designed a quick area to practice Lincoln's new AI script
The butterfly's will:
~Attack on sight.
~Go back to nearest patrol point when out of sight.
~Patrol path points.
~Die.
~Hurt the player.

Our Composer (Karel) has finished our main theme for our game. It is repeating, and it is awesome!


Finished Concept art for level 2.


Finished wood texture.

hand-painted textures for stone in level 1 (finished ) all done by John.



One of our members, Manny, has access to a 3d printer. He and Steven modified our main character Sam so he can be 3d printed. This is a 360 view of it.



Steven also made our armadillo enemy so it attack when it sees you and dies. I would like it to be smaller eventually.




Steven also rigged and properly textured our newest enemy. Super cool looking right?

Sunday, September 8, 2013

Weekly Update 9/7/2013

We have two new amazing members joining our team since our last post, Karel Psota and John Vinuya.
We have brought Karel on as a composer. He has already done a lot of great work for us and John is an amazing concept artist.

Our music engineer (Miguel) came up with some reference for our sound in the second level.

(the following is not our work and we are not taking credit for any of this work it is only for reference).
















From these reference songs our composer (Karel) started working on a little song for the level. This is a work in progress and not done yet, but it does sound quite good.







For this level we wanted a new enemy. We had an idea about a chameleon enemy, so I first asked our new concept artist (John) to draw up some action poses; this is the product.

We thought that these were amazing but since level two is steam punk themed I asked him to do another version that was more in the theme of the level.



From these images Steven had a very clear idea of what to model and he came up with a model for this enemy




Steven also came up with a way to make the terrain in level two more dynamic. Keep in mind that there will be heavy cloud cover so it will look normal.



Back on our first level, our programmer, Lincoln, has been very busy working on two things: the butterfly AI and the Boss AI for level one.

This is all programming done by Lincoln, no kismet was used here.
We are having trouble getting it to work with the NavMesh.


Lincoln just started on the program for the boss fight in the first level. This is a quick diagram he drew up so he could program it correctly
If the spot light sees Sam the boss will attack him.




I asked our level designer Murilo to make our level have some inside parts. These are some of the of the textured meshes he came up with.
 
Door way for the inside parts

close up on the way insides

walls and ruins in the middle

Torches
Here is the progress from Joshua Salcido



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