Tuesday, 13 August 2013

I Rigged a Moleman and I liked it

Today I completed a Rig on this moleman model including a transform on the jaw that allows you to adjust the value to open and close the mouth. The next step will be to skin the model and setup all the skinning weights.


More Blogs!

This blog will continue as a general blog to the work I continue to do however I have created blogs specific to the major projects I am working on. I will be continuing on Mutiny lightly, however I currently intend to work mostly on Midnight.

For my Mutiny project the following blog will continue to track the work I do towards it:

And for my new major project Midnight I have created this blog:

Wednesday, 5 June 2013

Sonic Wave (For Iphone/ Ipad Devices)

Sonic Wave

This game is a project for making a game suited to a mobile device. It's a game where you survive an infinite wave of ghosts for as long as possible. Killing them gives you score and when you die you can see your latest score and best score.


Title Screen, pretty simple, set out to be easy to read


In game you have a mini-map radar for ghosts. the left stick to move. right stick to aim and a red Health bar and a Blue Sonic Wave bar that limits how much you can fire.


Game Over is another simple screen. I intend to patch up best and final scores colour and font to make them fit in better. But for now the idea is just to have them on the scene and functional.


Wednesday, 10 April 2013

Enemy Smarts


Mutiny AI


The AI in my game are going to be enemy pirates and Skeletal Pirates who are hunting the same treasure as the player.

All Enemies

  • The enemy will have a large patrol path that will loop so that the various AI units look like they’re searching the location

  • AI will respond to sound, if they are close enough to hear your footsteps then they may deviate from their path to look for the players last known location. From further away they may hear your weapon fire and combat.

  • Because I don’t want enemies to be out of ammo when engaging the player, they will have unlimited reloads but when reloading will find the nearest location that is out of the players line of sight (take cover). Taking cover can be removed for an easier difficulty.

Pirates

  • Pirate AI are hostile to not only the player, but all other pirates and skeletons as well since they are all after the same treasure. To avoid all opponents from killing each other before the player sees them, this feature will only activate when the player is within range of the pirates that have detected each other. This will mean the player has a chance to see it happen and can choose to sit back or join in. However the range from the player that allows combat between npc’s to occur must be far enough away that the player never sees them ignore each other, but not so far that things die before the players sees or hears the sound of combat.

  • Areas will have varying levels of light and if the player stands in a dark corner a pirate who walks past at a distance and DIDN’T already have sight, they won’t see the player. However if the pirate gets close enough or was chasing and had sight of the player when it entered the dark spot then they can see you still.

  • Pirates using ranged weapons will only get as close to the player as they need to be in range for their weapon. Some will have longer range such as pistols and can keep good distance, other weapons such as flame throwers still won’t need them to be in melee and other weapons such as swords need to get right in close.

Skeletons

  • Unaffected by the lighting, they don’t even have eyeballs anymore
  • All Skeleton enemies will have swords, range will always be melee
  • Are not hostile to each other but are hostile to the player and to other Pirates as well, must still be in a certain range of the player to initiate combat with other enemies so that the player sees it happen.

Monday, 8 April 2013

Creature Concepting


 This guy is pretty cool but doesn't really fit into my games world.


The draconic looking monster on the right is more in line with something I intend to use in my game as apposed to other monster like enemies. The idea is that it will be initially in a stone form and appear to be a statue. However apon finding treasure or opening a chest it will come to life. I kinda want it to be similar to a gargoyle in that way. Although I still need to refine it a bit better, the creature itself I want to have a faceless bone helm type appearance while the rest will be textured with a more reptilian skin.

Monday, 18 March 2013

Tower Defense Map and Treasure System

I have now got my Tower Defense map concepted out in 3D, The current layout supports 32 Turrets.

In my TD RTS game I have also considered scoring and game play. I intend to have treasure or gold remaining as the score. Purchasing and upgrading turrets will consume this and so will allowing enemies through who will steal some of it if they reach your treasure chest! Therefore it is beneficial for the player to not purchase too many towers which would make it easy if they wish to get a better score. So that not all of the treasure is available from the start, I will try to make it so that the pirates are still digging up all of their treasure at the finish line to allow a gradual release of gold as well as gold given for killing enemies.

Wednesday, 13 March 2013

The Skeleton Pirate

 This is the first minion for my TD game and can also be good to use in the FPS. It's developing well.




The Blunderbuss Flamethrower

So my ranged weapon is now fully concepted and I even have the modelling done. Should have posted sooner, but it's here now.


Sunday, 24 February 2013

FPS Logo

I now also have a name and logo for my FPS game. Mutiny has a pretty cool ring to it and also sets up the game to have a cool introduction.

First Weapon concept


This is my first weapon design, will do a ranged weapon next. I'll be refining this one further as well.

Wednesday, 13 February 2013

Unity First Look at level Design

This is the first level I've made in Unity, i was unable to make it tile perfectly, most likely due to imperfect rotation. It was still a really good look at how Unity works however.

Steam Engine Tower

Not a huge fan of this first shot at a tower and it's not complete, but it was more a practice run so i can develop something cooler when i have a better idea.

Creature Concepts



These are concepts for different creatures i can use for the tower defense game, The middle one was more of a joke, I still wanna refine another creature at least.

Low Polly Shark

Yesterday we did some low-poly modelling and texturing. I think my sharks lightning effects are cool.

Melee Weapon Concepts

Silhouettes of weapons for concepting, the weird flame like weapon is a dagger idea, i think it could be quite cool and i don't mind the swords and scythes, but i'll be refining the center sword first.

Wednesday, 6 February 2013

It Begins

This week we have started work on two games. The first one is a shooter and the second will be a tower defense strategy game. Currently concepting characters and melee weapons. The theme I'll probably be going for will involve mythological creatures such as minotaurs and possibly be set in an underworld type setting.