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Friday, 5 December 2014

[Environment] tavern exterior concept progress

This is the progress of the tavern concept, should be finished soon. All that needs to be done is add more details to the concept and finish off the roof. material to be used still deciding. The taverns sign needs a design too, only thing decided with it at the moment is the name.



[Engine] Health Potions

Engine Update

Health Potions

Stores health potion when player walks over pickup icon, icon is destroyed in game so player can only pick up one. Stores 1 potion, press Q to use. Player gains 60 health.






[Character] Deviant Head Icon

Aaran Griffiths
[05/12/2014]

We wanted to do the runes for characters modular so they stood out more, we plan to put a glow of the corresponding colours on Gauss and the Deviants, the Deviants will have glowing eyes similar to that of the fireflies, the crystals will all be done modular also to gain maximum variation with enemies and Gauss' weaponry. We have yet decide on having the crystals glow or have them matte coloured with no alternative light coming from them:






[Environment/Character] Crystal Deposits

Aaran Griffiths
[05/12/14]

These are some environment assets I helped out with, we decided on 3 variations with multiple sizes, the reason for this was to create a plethora of unique deposits throughout the level, each type of crystal will be grouped together to create a unique deposit, these are also going to be used for Gauss and the Deviants. The colours will be blue (rare/Grimm) purple (common/Gauss) and green (Dormant). We have the colours of our two primary crystals blue and purple for Gauss and Grimm the two housers for the main source of power in the game and the green crystals because of the Deviants earth power, the green crystals won't have any real significance in the game however, just aesthetics. They will have broken crystals added later on and less clean and more rugged looks, with bits of undeveloped crystals scattered around the big deposits.
















[Animation] Long Jump

This is a long Jump animation that Mark helped me do it still needs some cleaning but I just thought I would put it on the blog to see what people thought.

[Environment] warehouses updated

Ware houses have been updated so that now the windows and door have been modeled into each of the models. smaller details like the circular window/clock and the sign are still modular, just so it easier to texture and get more detail.


Warehouse 1 updated wireframe


Warehouse 1 updated normal



Warehouse 2 updated wireframe


Warehouse 2 updated normal