Created a quick mock up of a first person dodge and block. Working on a gate system for Combo's and special attacks. Did some camera anims. I should work on a Mission select screen as well. But really want to work on main gameplay with animations.
Almost finished with the linear gameplay of Nano. Then more polish and bug fixing Fixed a few major bugs with both Nano and Savage Fists. Continued to make Nano more linear. I should of had a video of Nano already but Savage Fists had kept me busy working out reoccurring bugs and issues. I will have a lot more to show next Monday with a video of Nano.
Getting game ready assets for both games has been going pretty slowly. Alot is set up and ready to directly be accepted into into the game. But I think alot of people dont realize the time consuming process of refining animations and gameplay. This will probably be the death of me. Hopefully I get it sooner then later. :( I was able to clean up and package the iOS Fighting game to work on my iPhone. I added a Combo system for the enemy that loops. Added a few other things to better show that the player needs to block and dodge to avoid damage. I will be switching over to a more random system of attacks. I'm still waiting on animations. I will be working on a progressive mission select screen. A berserk mode for the enemy. Among other stuff. I made Nano alot more linear. The paths are blocked by Worms that burrow into the veins and arteries to impede path. As a player completes a objective, like healing a neck wound, more sections of the body opens up as it pursues the worm. I will have a video by Wednesday.
Taking steps to make the game look and feel alot better. Using real game reference for alot of my additions. Over a few days I was able to complete the following: Main Menu Character select More setup/acting to the fight A round 2. When the enemy reaches zero the second time it doesnt trigger it's death. Bugged Level Blockout (Not final. just to mess around) I'm really scared about the scope of the game and how much time we have left. I have no assets or animations to mess with. Created a 30 minute game. Supposed to represent a massive boss fight. Created a start menu for Nano. Did some changes to initial bite animations. Nothing to big because of my work on the Fighting Game. Will concentrate the next week to nano as I wait for assets for the fighting game.
Completed some features for the iOS game. Still using the screen touch instead of objects. First try for the Kinect Motion Capture. Turned out very well. I incorporated Block and Parry into the game. I'm having a issue for making an enemy attack be both block able and able to dodge, rather then one or the other. I think we need a save the Score feature for the game. I'm not even sure how to go about doing that. It will probably be the one thing that takes me the most time to do. I'll incorporate Two health bars into the game by Wed that also have triggers for when health is totally depleted. I included the zombie bite at the start of the game. I'm still not sure how it looks honestly. But need some way to introduce the main enemy in a somewhat dramatic way. I found out the code for the health damage was deleted along time ago. Fixed that. Incorporated the turret and it's working fine. Im going to switch most of the smart AI to Dumb Rigid Body objects. The hit detection on the AI models are just horrible. My GF helped me draw out a storyboard of how the introduction of the Nano into the game should be. I've spent some time animating it in matinee but nothing to great yet. Otherwise just waiting on Assets. |
Brandon PopovichArchives
September 2013
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