Hey, its Xmen legends!
Wednesday, July 29, 2009
Thursday, July 23, 2009
Level Layout

The overall level layout. The plan is to section off areas into optimal rendering/memory chunks and if need be, break the level up into multiple levels with load transitions between them.
Wednesday, July 22, 2009
Texture Planning
Planning out texture usage for level and object geometry for indoor levels. Using two 256x256 textures should give plenty of real estate for a set of rooms along a same theme, along with a good variety of destroyable objects to fill them with. The goal is to use as few textures as possible.
I should be able to mix up the wall geometry a bit and use pieces of texture from different bits so I get a ton of different wall sections.
8 objects should be enough per level. I might have to use a couple spaces for larger objects, or combine texture bits from multiple spaces.
Tuesday, July 21, 2009
Level Testing
Went back to my test level to test out some level texturing methods. I think a simple, clean look will be the best for ease and speed of creation and will downsize very nicely since there won't be any small details to get lost.
Friday, July 17, 2009
Crazy Sorta Cool Accidents
Crazy stuff happens while developing that sometimes are pretty cool or can give you new inspiration for other things.
Back to It
I took a short hiatus from the project due to work on some other animation stuff, a broken AC adapter plug, and just to take some time off...but now I'm back!


Here's a possible menu design I was working with before my computer went kaput.
Tuesday, June 30, 2009
Thursday, June 25, 2009
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
Thursday, June 11, 2009
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
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
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