December 2009
3 posts
Dec 8th
20 notes
Dec 3rd
Dec 3rd
November 2009
3 posts
Nov 9th
Nov 9th
Nov 9th
October 2009
8 posts
WatchWatch
This is the updated scene of the current game. Some key additions I have made to the game: everything is now rendered in a toon-shader, there are collision boundaries, meaning you cannot wonder off the map, many more textures, a new skybox.  Note the animation on the character is not present: this is because I have yet to redo animation for the scout. Enjoy
Oct 27th
Oct 26th
Oct 20th
Oct 19th
Oct 19th
1 note
Oct 13th
Oct 13th
Oct 9th
1 note
September 2009
7 posts
Sep 29th
1 note
Update
This week was hectic - half-way through the week, our decided to redesign our game to be an FPS, meaning I redesigned the camera aspects of the game, and I was preparing to up the polygon count on the hands (as that is important on an FPS).   After finishing up the basics for the first person view, we then decide to completely go isometric.  I have redesigned the layout of the isometric camera...
Sep 28th
Sep 28th
1 note
WatchWatch
More progress on game.
Sep 28th
WatchWatch
I have began using Unity, the game engine we will most likely use for our game.  I have spent the past few hours making it so that a character can move around (no animation yet), walk, and jump.  Also, I have done some work on our isometric camera angle, though more still needs to be done.  I have experimented with water and physics collision, as seen in the video.
Sep 20th
Sep 18th
1 note
Game Design Post 1
This week I began modeling.  I decided to model a generic human, who will be my basis for all other models I make. I began from the bottom up. I made the foot first, and starting from scratch is always the hardest part.  This took me hours to do, because, literally, the foot was my starting point for my model.  By this I mean the following: my style of modeling revolves heavily around extruding -...
Sep 18th