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Showing posts with the label engine

Making some trees!

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Last night Jase got in touch with me with some finished tree models, we decided to get the textures on and get them in engine. A maya shot, complete with texturing problem! No Alpha :( Alpha with dodgy edge :( wahd out textur and no lighting built :( Lighting built, almost there! And some grass! ------------------------------------------------------ and done :D Let us know what you think we love to get feedback! oh and we also have a website (although I've been told by my good friend Max Jensch that a single page with a couple of links on is not a website) sorry max! www.fatpancake.com

MOAR PROPS

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adding more props, decided to stick with the snow theme, also some shots of what the 2 Ollies have been up to! Preliminary character concepts by Ollie E Ollie L's modular archway ( @ OllieLudgrove ) Me experimenting with the archway! and some shots of how stuffs looking.

Some more screen shots of today's work

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Adding more assets and playing with colours. Spent most of today working on foliage! (and watching game of thrones!) I think I prefer the snowy version.

Screenshots and stuff.

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I'm quite tired so no big description. This is what I've been doing today! Early days yet. With  Ollie L  Making rocks.

Double Cross, modelling and level design - balancing the 2

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After the presentation last week (that I think went quite well!) it's back into production. Over the next few weeks I feel we need to really focus on a couple of things. #1 - Getting a working prototype out the door. This is so, so important and thus far we haven't managed to do it. I wouldn't say it's any of our fault that this has happened. But we have such a nice mechanic and at the moment we don't have the technical abilities to pull it off. In short we need someone familiar with programming and is possible scripting for UDK. Now we have two options, hunt for someone who can do this or one of us learn to do it ourselves, possibly sacrificing other areas of the project. So I'm stumped. We have a meeting tomorrow so hopefully we can discuss a solution then. #2 - Having a defined art style in engine. By this I mean something within UDK that shows how are game is going to look. At everything apart from the actual static meshes is out of the box UDK (textur...

quick bedtime update

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This shot was taken on one of the piers of the airship docks looking down towards the river flowing over the edge of the cliff. The airship docks is a building I've just started modelling with the idea that it was a place that airships could reach the city built high in the mountains. It also gives the player to get a really spectacular view of the (as of yet un existing) scenery below and the mountain above the city!

Double Cross

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Ta-da! www.doublexgame.co.uk (still under construction, hopefully live within the next few hours!) So things are shaping up quite nicely! At the top of the page you can see the logo I've put togeather for double cross, everyone seams to be happy with it, but like all things it's not concrete at could change in the future. So first I'll talk about the city I'm creating. I have it all mapped out in UDK and started to replace the BSP brush buildings with static meshes. I've tried to create a very narrow and cramped atmosphere when on ground level and dizzy heights when on top of buildings. I'm pleased with the results! I'm going to continue to drop static meshes into the environment. Next I have a piece of promo work I've created for the game. I'm hoping to be able to do a few more images like this to help promote the game. Hopefully there will be a future version that includes silouettes of our actual in game charcters. we do have a b...

testing mechanics in UDK

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  I've been trying to get our core game mechanic (or a rough version) working in UDK so we can start whiteboxing and testing our gameplay as soon as possible. This is what I've got so far. Picking up the shock rifle, makes the currently invisible blue sphere visible and spawns an enemy bot at a set location. This can be triggered multiple times, as other bots/ players pick up the weapon the mesh will become visible to them and another bot is spawned. This is when things start to get a bit mad. Picking up the rocket launcher does the same for the red mesh. Eventually I hope to have enemies in the level already and have them become visible when the player picks up a certain item. From what I can tell this will most likely be some sort of material effect using matinee but I'm still working on this! Here's a shot of our Kismet setup.

UDK destructable meshes

I've recently come back to West Wales for the Summer and work has been a bit slow! Been catching up with friends etc. I decided that I want / need to learn UDK so I've been experimenting with that, hoping to transfer the level I've been creating in Unity in UDK. So far I've learnt a load of stuff, but here's one of my favourites so far! P.S. sorry for the poor quality video!