Tuesday, June 30, 2009

Volter Attack Anim


Now to hook everything up...

Electricity!


Bzzzzzzzzzzzzzzzttt!!

Thursday, June 25, 2009

HeavyMechanizedVolterEffects



Took at stab at FX and sound for the Volter impacts and death.

Monday, June 22, 2009

LocomotionSystem1st and Footsteps


Seen here is my first run at setting up the locomotion system on my character so that he plays correct strafe animations and blends those between forward and backwards runs. The system does realtime IK feet to place correctly on slopes and obstacles but its pretty jittery and looks to be messing up the idle. I don't really care about feet being placed correctly on the ground, I just want the overall animation of the animations matching the character movement direction, so I'll have to rip all the extra stuff out of the system or more likely find some other way of doing it.

I've also got footstep sounds setup working off of foot collision with the ground using the scripts from the 2d tutorial, which is an great method for making sure the sound and animation are always sync'd and setting up different material types on different area's is easy.

Tuesday, June 16, 2009

MousePointingToggle

Thursday, June 11, 2009

ConstructorBot

Enemies


Finally, someone to fight!

Wednesday, June 10, 2009

Heavy Mechanized Idle

The heavy mechanized unit will actually be one of the later enemies in the game.

Monday, June 8, 2009

We've got movement!

Selectable units, move to mouse click, and grid is toggle-able.

Friday, June 5, 2009

Good Grid


Figured out the new texture that zero's script was creating wasn't passing any mipmap information or aniso levels so I added parameters for them. No more blurry grid. :)

Bitmap Based Grid

zeroZshadow helped me out once again and got this bitmap based grid render working which is about a million times faster than the way I was doing previously. I just have to figure out how to get it not to mip out at a distance, if that's possible.





This is the actual image being used to control the grid placement. Its possible that the pathfinding could use the system as well to determine viable squares to move to.

Wednesday, June 3, 2009

ConstructorBot

HeavyMechanizedVolter



256x256 texture. Name is temporary.

Tuesday, June 2, 2009

HUD Mockup



Here is a mockup of a potential HUD layout.  I kept the graphics minimal but somewhat resembling the style of the default GUI.  The middle of the bottom bar is dependant upon a unit being selected and will hide when scrolling the map.  Visible enemies appear in a list on the right, with enemies visible by the currently selected unit shown highlighted.  The left side unit health bars will be collapsable.  Enemies and friendlies will show on the mini map and the view will function like google maps with mouse drag panning and scroll wheel zooming, middle click will reset view.