December 2009
3 posts
November 2009
3 posts
October 2009
8 posts
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
September 2009
7 posts
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...
More progress on game.
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.
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 -...