Friday, 27 February 2015
[Group] Weekly Targets - 6th March
Thursday, 26 February 2015
[Animation] All Abilities in Engine
some textures for the scene and assets [Environment]
here are some generic textures for the environment for many of the buildings and more assets.
each of these texture are tillable.
each of these texture are tillable.
brick wall texture
canal wall texture
roof texture
[Engine] Grimm "spawning"
To get Grimm, player goes to the tavern as directed by the merchant. Player has to talk to the tavern owner where he tells the player where grimm is (out back, player can't go through until they talk to the tavern owner)
Grimm will be lying on a table in the corner, when player walks up to it the Grimm static mesh will be on the table, will disappear
Grimm will "spawn" and follow the player around for the rest of the game.
Final Title Screen & Transitions/Transition Animation (Cinematic & Trailer)
Aaran Griffiths
[26/02/15]
These are the final transitions for the Duck Samurai trailer/cinematic's, the games title will actually be used as the start screen, all thats left is to animate these slides and add particle effects to the title in sequential order:
[26/02/15]
These are the final transitions for the Duck Samurai trailer/cinematic's, the games title will actually be used as the start screen, all thats left is to animate these slides and add particle effects to the title in sequential order:
Wednesday, 25 February 2015
[Animation] Punch in Engine Wednesday update
[Game Trailer] Matinee Animation test
*Placeholder example not final
Next step is to tidy up all the camera work, do a pass on lighting near the cameras (light the area that's being recorded better), start setting up lighting in areas that are going to be recorded such as the Gauss section in the warehouse and the deviant fight in the shambles lane.
Tuesday, 24 February 2015
[Engine] Quest thingy
From start of the game to finish
Start Game
Go to gatehouse, guards don't let you through
Merchant spawns behind you, run up to talk to him, matinee sequence starts
(you can move around during the matinee)
Merchant shows you where Tavern is
Walk to Tavern
Enter Tavern
Talk to Tavern owner, Matinee starts
Tavern owner shows you where door to back yard is
Back yard, target practice area
Exit back yard, exit tavern, go down alleyway to warehouse
Fight Deviant, move on to warehouse
Fight Gauss
Take item back to Merchant
Merchant gives you item to leave city with
"Leave" City (game quits when you overlap the box around the gate)
Next step:
Get Deviant/Gauss AI working (need rigs to do that)
Aiming system
Add text to Matinees, clean up cameras.
Start Game
Go to gatehouse, guards don't let you through
Merchant spawns behind you, run up to talk to him, matinee sequence starts
(you can move around during the matinee)
Merchant shows you where Tavern is
Walk to Tavern
Enter Tavern
Talk to Tavern owner, Matinee starts
Tavern owner shows you where door to back yard is
Back yard, target practice area
Exit back yard, exit tavern, go down alleyway to warehouse
Fight Deviant, move on to warehouse
Fight Gauss
Kill Gauss, pick up item
Take item back to Merchant
Merchant gives you item to leave city with
"Leave" City (game quits when you overlap the box around the gate)
Next step:
Get Deviant/Gauss AI working (need rigs to do that)
Aiming system
Add text to Matinees, clean up cameras.
Monday, 23 February 2015
[Animation] Engine work
[Animation] Animation blueprints Monday Update
Just a quick screen grab of what im working on, just trying to put all of Flynn animations into Engine video later when completed
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