Powered By Blogger

Friday 27 February 2015

Thursday 26 February 2015

[Animation] All Abilities in Engine



Ive just about managed to get all the abilities to work in Engine however their are still some problems that I need to fix. After looking at them in engine I'll redo some of them because I am not happy with them but this wont effect next week targets that will still be done on time. The Punch animation did work after tweaking something it stopped working so I'll have to figure that out.

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.


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.

[Trailer] Version 3

https://www.youtube.com/watch?v=eSvm3Mk1-g0&feature=youtu.be

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

Targets (Cinematic & Trailer) - *Animate Subtitles, Finish Big Poster (Gauss), Animate Illustrations*















Wednesday 25 February 2015

[Animation] Punch in Engine Wednesday update

Punch in engine its works but looks terrible so probably going to redo it for for Friday. Still have three more animations to put into engine.

[Kyle] Weds Update - Door Textured


[Game Trailer] Matinee Animation test

*Placeholder example not final 

Now that I've figured out how to play animations via matinee I can start setting up the other parts of the trailer that require animating and add them in when I get the animations, example: deviant fight, Gauss spawn and zoom.

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


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



Ok so I manged to get the jump to work In Engine problems is, it doesn't look that decent and the controls I put into that engine project are terrible. Though it doesn't really matter too much since it isn't the main project. So what I need to do now is clean up the jump animation to work better and sort out the actual specs of the jump. I also need to add in the rest of the animations.

[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