This week was a doozy, where last week we were conceptualising new ideas, this week we were implementing these ideas by making the assets and getting them into the engine as soon as possible. By pushing out a finished mechanic within a week was a lot easier than it seemed as we still needed to add basic jumping mechanics to make the movement feel better. From last week, what we had needed to finish off was the eel turret. As all the textures had been finished, all we needed to do was to animate it as Conrad had rigged it whilst he was modelling it. From there, Scott went and started to animate the turret. We wanted to try out some new techniques for animation and we really wanted to test if doing a squash and stretch animations work. From help from another team, we were able to find an animation modifier that would allow us to do it. The other animations that he did were just the standard idle and fidget animations. This first mechanic that was needed to be done immediately was the propeller. Conrad had textured the propeller while Scott modelled, rigged and animated the propeller. We were quite happy how the propeller turned out, it did have its fair set of issues when it came to imputing it into engine. The problem was that the scale of the bones was 0, so if you are scaling bones in animation, make sure that the scaling is .001. The second main mechanic was the glider. Corne was the main person on the project, conceptualising the shape and the style of the glider. After he had made the glider, we had a short discussion about extending the style of the model by making it more DIY looking. Juane had gone through and edited to fit this kind of style, whilst Conrad went in to texture the glider wings to make them look like newspaper articles with wanted signs of the main character. To get the newspaper to look like it had wind going through it, Juane had made a shader that would apply an effect to the mesh that would look like it simulated wind. The animations of the character with glider was kind of tricky but we were able to centre the character to the glider. While we were steaming ahead with our progress, we used this momentum to think of more mechanics that may challenge the player but didn’t want to use any more buttons that we already had. One of the ideas was to create more environmental mechanics for the player to navigate around and to slowly improve their skills. One of the environmental mechanics that Corne focused on was the fan which was used to practice the texturing styles.
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September 2017
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