Heading into the Alpha build of our project we have focused our asset production on the main mechanical parts of the character and the levels themselves. Things like the Robotic arm used for grappling and as a propellor/glide, as well as environmental mechanics such as enemy turrets and the level select overworld. Part of our overall level design philosophy is to mechanically build solid levels and character mechanics first and foremost. A new mechanic and level section is the hang glider. Unlike the propellor which is used to slow the players decent and give a longer descent arc, the hang glider is used as a Spyro like mechanic to cross long distances while managing speed and height. In line with our art direction, we want the glider to look like it’s made from newspaper and PVC piping as if Klepto haphazardly built it himself. Corne worked on the initial concept, modeled the Glider parts and UVed the sections for Conrad to texture in Sprint 2. In tandem with the Hand Glider we concepted and started working on an enemy/environmental obstacle that can make the hand gliding sections challenging but more interesting than just flying around. The idea of a turret that shoots at the player was formulated. In keeping with some of the humour of our game design Conrad concepted a turret that has an electric eel as the turret operator, and also as the power source. With Conrads concepts we have a really solid base to work from in terms of art direction. This is a nice change from previous pipelines where we kinda made stuff on an Ad Hoc basis. Juane spent alot of time during the first sprint (week1) of our Alpha working on the character rig. And integrating the Obirope plugin to function as Kleptos robotic arm. The ObiRope arm is much more stable than the previous animation and physics based arm rigs we attempted earlier in prototyping and vertical slice. Scott was tasked with rigging and animating the propellor arm for Klepto. This propellor pops out of Kleptos arm and is used to slow his descent. Scott went through a few iterations of this rig in order to get the best out of his animations. The animations themselves were also tweaked throughout the week to best suit the situation and timing of Kleptos jump height and arc.
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September 2017
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