I ve been working around in brush trying to get vinnie right, and, at least my friends, say that it is actually looking good, and also it does not have the air or stuff like that, so.....
martedì 31 gennaio 2012
lunedì 30 gennaio 2012
DX11???
I ve found some cool stuff that would be achievable with DirectX 11, which are usable only on vista or higher, so I m pretty sure Im not gonna be able to use uni pc. This means Im not gonna use it because I have a mac.
Lets see how it goes.
Also Ive been working on the stairs for my level, seems stupid, but they are kinda hard to get in the way I want them.
Lets see how it goes.
Also Ive been working on the stairs for my level, seems stupid, but they are kinda hard to get in the way I want them.
Commitment to the GAME!
Today we have been doing some pretty cool stuff with the motion capture, and the animation looks pretty awesome, now we have to clean the data then we will be able to putt all this stuff in udk. It's gonna be sick!!! Note to the readers, never, and I repeat never, do a left hook i the motion capture suit!!
NEVER!!!!!!
Me in one of the most beautiful picture I ever took
sabato 28 gennaio 2012
Blur?
I was able to fix 2 bug that my system had in the lock target system. Also, I made in such a way that, when the lock target its on, the field of whew change, making the camera a lot more focused on the enemy. I think next step it is to create some kinda of blur effect. Also I create a brush in the UDK editor, as reference to build up my stairs in maya. I ve exported the brush trough fbx, which is pretty cool.
martedì 24 gennaio 2012
Static mesh much?
Immediately after I finish with the dissertation, I started again on my project, and I start to create a list of the static meshes I need for the level, or a least the more basic and that I want for next presentation, 20 of them are mandatory for next presentation, and I don't think there should be any problem. Also I ve been storybarding for the first scene that I want, or at least just to get and idea how i want the first part of the game to feel.I want the payer to immediately realize who is the enemy, and what kinda of person he is. This is a fast sketch, of course I have some sort of dialogue in my mind. But that it's down the road, the animations and the model of my enemy are more important now.
I called it Delusion of Omnipotence, to let understand the player that the chief guard is a craaaaaaaazy dude.
mercoledì 4 gennaio 2012
Distraction
For the second part of the demo that I want to create, I realize that it could be beneficial , due to the objective of that mission, to create a distraction, in order to not have problem in finding my enemy on hi own, because he is gonna be on his own in the locker. Also there will be an inside man, thanks to the boss (talked about him few posts ago) that will organize everything. Anyway, I was thinking on make an antenna fall over the window that give the light to the entire Block-D. This is a fast scheme
martedì 3 gennaio 2012
Easy-in Easy-out
I actually realized this part already in the map, and I also showed in a vide few posts ago. But this is a draw to explain how I want to implement (an example) the slomo in game situation s that are not only during fight, but the ones which I want to have more suspense or stress, or cool in general. Also, the ones that could actually be difficult to get the right timing to accomplish. Easy Example
Slow Motion Features and BugFix
I ve been working on some script today and also a little, really little, of kismet.
At first, thanks to kismet and console command, I ve created 2 trigger volume that will create a slow-motion animation, for example for a particular jump or situation, and it looks ok for the moment. The big work was done in Uscript, where I changed the script in such way that when the enemy is dying, at the moment it activated when the enemy life is less then 10, but Im gonna change that number to something smaller. Also, I discovered why the lock system wasn't deactivating itself after the enemy died. Problem solved, and now once the enemy is dead, the player will take control on the vision once again. It was a productive day.
At first, thanks to kismet and console command, I ve created 2 trigger volume that will create a slow-motion animation, for example for a particular jump or situation, and it looks ok for the moment. The big work was done in Uscript, where I changed the script in such way that when the enemy is dying, at the moment it activated when the enemy life is less then 10, but Im gonna change that number to something smaller. Also, I discovered why the lock system wasn't deactivating itself after the enemy died. Problem solved, and now once the enemy is dead, the player will take control on the vision once again. It was a productive day.
Locker Guard Room
I ve drew a fast sketch for the level and how I intend it, at least a small part, of the second part in the second mission. I want the player going going in the guard locker room, to have the fight with the bad guard. I ve also done it into the level, and it looks alright for the moment and the level of the whole level. I also had an idea on how the part should happen, such as the guard shouting at someone in another room and then walk into the locker, because it is the end of his shift.
lunedì 2 gennaio 2012
The small outer part
In this fast sketch there is the outer part of my level, where I actually sneak out to go to another point of the prison. There will be like a part where you will have to stop because of a guard that go out to smoke, but then it will be called back inside from another guard to check something. I am actually thinking now that I should start to check out the cover system.
Map different ideas
I ve played around in the UDK editor today, creating different iteration for my map, different main shapes, and different paths that the player would use while doing the second part of my demo, the one that few years after the first combat. I'm skipping the time just because of the plot of the demo, if it was the entire game I would not skip all that time, but Because what the player will be requested to do after the second fight, would not make sense if the player would not had already raked up in the hierarchy of the prison. I hope that make sense, I have almost the whole level, and how I want it to develop, in my head. Hopefully Ill be able to make it as cool as I'm imagining in the demo as well.
This is a fast test for the second part, or mission, that s gonna take place in my "ideal" level.
This is a fast test for the second part, or mission, that s gonna take place in my "ideal" level.
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