Wednesday, July 29, 2009

Spookiness!


Hey, its Xmen legends!

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.

Level Shot



A shot of what the final level complexity should look like.

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.

Crates!


Every game needs 'em! :P

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.


original


final

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

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