Showing posts with label Nick. Show all posts
Showing posts with label Nick. Show all posts

Monday, June 15, 2009

Ares, God of War: Model and Animation Export

Just a quick update from me; with Brett's knowledge on characters in Torque and animation Ares has been put into the game, finally; learned a fair bit today about animation etc; of course running and walking animations need to be figured out as they seem quite obscure and slow.

With so little time to go it will be trying to actually get this all testing right; if Ares' animations are done then the skeleton will be a quick-fix to put in and have in the game as well.

I will be writing a sequence for character export / animation; because plenty of errors occur from simply putting things in at the wrong time. I shall then give this to Tim, I suppose.

UPDATE: 16/06/09

Redoing animations thanks to scaling issues; this is solving the immense gap on animations, image scaling and bounds scaling.

2:53 PM

I will continue to work on animations at home as I know that Ares will work from now on.

4:09 PM

I will continue to sleep..

Wednesday, June 3, 2009

Statistics & Classes System: Done

After three quarters of an hour I've managed to have the client-server link for the Character Page Statistics UI done. The naming font is pink.. I know; it'll be replaced with the character's font in the current game build I suppose.

Tuesday, June 2, 2009

Ares, God of War: Animation

Just a quick post from me tonight. Are's is pretty much rigged. A few clipping issues on the shoulders still and the reactor stuff to add in; but otherwise he's doing okay. Hopefully he'll be in smashin' skeletons soon enough.

I suppose ill be finishing off the client issues with the statistics GUI.. then hopefully moving onto the Under-Demon, 'scythe demon'; for his fight and AI.

Thursday, May 28, 2009

Skeleton Warrior: Rigged

Skeleton is finally rigged, took like 10 minutes when i actually bothered to pay attention to it :D
He will be in game once i fix up the base animations I suppose; should be working on Are's rig ... which wont be too hard, ive just put it off o.o;

Anyhow, here's the skeleton warrior, are's rage animation.

Skeleton: "Rawr!"

Monday, May 25, 2009

Statistics & Classes System: Update

After a review today with Brett, and the Silent Will; I believe he was busy. I'm going to remodel the classes and condition the scale of stats:level, currently.. they're pretty much broken!

Since the last post/comment/update on this:
  • Added in toggle GUI function
  • Limited decimals on all shown values
  • Cleaned damage display messages
  • Tweaked giveXP function
I will update with comments from here on.

Friday, May 22, 2009

Skeleton warios, now with MORE armour!

This is the new improved skeleton!
I don't think there will be time to make a caster-skeleton so this one will suffice. He's relatively low poly coming in at 1300, and should have low 512x512 textures when I finish this today.

It's also a quick rig, seeing as how he is made of bones. :)

Here's the previous skeleton..


Thursday, May 21, 2009

Statistics & Classes System

This is touchy, to make this effective it needs to be put into the source. I've worked it up in Torque, it just cant reach some things; I've got updating functions etc working for stats, and damage modifiers, parry modifiers, block modifiers; you name it; they all work. It's mainly when you get to saving these values; we could possibly make a server file really o.o; I'm sure it wouldn't be hard to set it up ourselves.

In any case; this is being added to the melee code; not the AFX of yet. I don't really have that or the knowledge to implement this design.

Unfortunately I rushed into it; but it works okay; classes have base statistics; these are modified by level using a formula. After this is done, additional stats from items etc are added; then the total is finalized and given to that player (they don't see any of the underlying attributes)

The above goes for parry, block etc for our players. I will include the stats for Undergod in this; then port it over. (I'm currently making and testing this system in a melee C++ assignment).

The major issues are apparent when you need to apply changes to maximum health and energy values.

Either way ill update my team on Monday with what I'm doing.

*EDIT* - Character Page UI 22/05/09
*EDIT* - Combat Text
23/05/09

Thursday, May 14, 2009

Undergod Icon

Just a quick post, I made an... unreal.. icon (yes -.-; I realized AFTER i made it). Coincidentally the U/D of our UNDERGOD title, made by Tim; looked slightly like the U of Unreal Tournament! :O

Here ya go.

Monday, May 11, 2009

Ares, God of War: Update


Unwrapping Ares, capturing animation in the studio and hopefully working on the actual texture soon. The graphic content of games is quite time consuming, so ... lesson for the future to avoid it... or get others to do it for you :D

I'll texture the shield and sword.. and spear when I get to it as well. I do need to do my C++ assessment, C#/XML based torque assignment and... ASP x.x; so... yeah!

* EDIT: Added another image, just progress at this point; when i reach another milestone ill make a new post.

Wednesday, May 6, 2009

Character Statistics Foundation

The base behind all monster and player-character attributes so far..
(this is all off the top of my head!)

Attributes - Strength, Dexterity, Toughness, Intellect, Will

Strength: Damage dealt with melee weapons
Dexterity: Damage dealt with ranged weapons, speed of all weapons
Toughness: Health & resistance to stun/knock-back effects
Intellect: Energy capacity & power of spells
Will: Energy regeneration rate & resistance to disorient effects

Resistances would simply be tied into the onHit components of the spells/attacks.
Armour, for now would be static (damage resistance level) and based on the character.

Realistically these statistics would all be tied into a Player File, which would then be stored on a web server. However, for now attributes and other stats will be placed in the datablock of the character, as with the monsters.

:: Any suggestions or comments would be helpful ::

Tuesday, April 28, 2009

PlayGUI Beta

Well almost done with PlayGUI; ill properly texture it etc; and make the additional buttons etc that will accompany it. I'm damn tired right now, so that can wait. Have to unwrap Ares and texture him too! :O

A snapshot of the GUI with some random spell icons and XP or whatever goes in that bottom bar filled.

Thursday, April 23, 2009

Ares, God of War

After Reviewing Ares, I don't care if anyone says im a perfectionist. I mean nothing I ever make is perfect anyway >:(
But yeah, I don't like the model so I'm reworking, off my own drawings etc.
May take a few days. I'll try to keep it under 3500 tris. Don't know how though ><
Almost everything is done with texturing, in low poly models; but even the mesh seems to be hard to cut down :S

peace :)

-- followup progress
He's got the horsehair tail, kilt, gauntlets and boots; quite a lot of mesh :/ and I'm still going to add a few other things. It's still <2000 polys atm, but I kind of want it to stay here.

Saturday, April 11, 2009

Play GUI Prototype


Just some user interface for players I'm working on. Fail half-demon thing there i need to redo, but ill just make an entirely new monster... stick the top of it there and it'll be all okay... wish i could just draw it all by hand and then shade it... it'd look better... i did draw this out prior to making it.

I may need some changes to allow for animation in User Interface; I would like to animate the liquid (life and energy or w/e). I believe there is a change we can have implemented; how difficult it would be I'm not sure of, 1.8 is the version with all the changes to GFX so I doubt it'd be that much trouble. I believe Will put it into 1.8.1 anyhow.

I'll be working on models again, as usual; and id like to implement this directly, once it is done.

:) Nick

Monday, March 16, 2009

Weekly Update (or monthly..)

Working on PC character models recently; Ares (to the left) and Loki will be the models. I'll update once they're both done.

Having to inplement A* pathfinding as C++ coding objective or w.e; and other coding assignments have been taking up my time; will try to keep posts more frequent.

Tuesday, February 17, 2009

Monster Design: Demon

(left) concept art











(right) Model Screen Shot







This is just a quick model, with some shading and no texture (along with the scythe he will wield); it is not complete or textured so please be mindful :)

Character models need a little more time as we still need to design them completely as well.

Going to be working on more prototype models of monsters for us to smash or (in this guy's case) be smashed by.

This particular model is not based off any schematics, simply off some content art.

Nick~

Monday, February 9, 2009

Nick's Prospects

First blog post (pretty much ever) - don't attack me.

Made alterations/suggestions to the design concept; uploaded.

As we'll be using Kali, Loki and Ares as our main pantheon characters; I would like to gather some reference images (to be paired with the concept art we already have). I'm keen on getting into modeling our characters or atleast one; any adept drawers who wana have a go at it post some images or hand in sktech work :)

Our main focus at the moment will be the melee system however; as it'll most likely pose the most trouble.