This week i ve brought our test level back to life with 3 gates and deco changes. In the beggining we plan to use only 2 spawns, and then start 3rd one for player to go real.
Level 00 aka Tutorial level back
Hybrid enemy mesh
A mesh for hybrid was done as well, we decided to go for the floating and rotating one to speed up/skip rigging, skinning, animation process as I am not as good as Tim. The materials for now are undecided.
Oh and “prettied up” the health pick up to pop out more with our already made assets from previous particles (Tims spiral energy, mine portal gate) and Yosha made floating animation for it. Had to make gif for it 😀
This week i have been working on making Level2 fully workable and more ideal for mechanics implementation. So i made a new platform mesh (based on my old one) and discussed with team what will they like more.
Level 2 playable
Hybrid Enemy concepts on how it could work
As its hybrid we liked idea of either having crystals or multiple heads as switcher for the powers.
This week I ve done unwrap for character and textures for both
and their diffuse maps + emission maps, as the game is quite dark i had to take different aproach on light player with textures to make sure his white pop outs. Also as you see them often from top i made hair and tatoos pop out as you dont see other parts as much.
I ve also worked on
fire/firefly like particle to fit white enemy (instead of my black fog which didnt fit)
Portal/Universe like gate particle
The fire has kind of cartoony feeling which i really like and the gate is rotating around y axis, it is not visible in the gif but after taking look at the map you will understand.
This week we set our goals for the holidays so everybody is clear on what to do, i have played a little with post processing in my level and our team liked it so we decided to keep it for now and add to other levels as well. I ve also set some lights behind our objects (rimlights) as the camera is always from top so that the objects stand/pop-out!
One of the main things that needs to be set first now that our prototype is working, is that we all have absolute clean vision of our graphics. I have done 1.3.4 Style, 1.3.5 Texture/Shading, 1.3.6 Lighting Art Document.
Versions of bridges x3
1 – Typical long Bridge, nicely sorted wood planks
2 – Broken bridge, messed up wood planks
3 – Broken Bridge, but still passable (floating magic rocks)
Magical prop ver x2
More bulky, squareish rock with chains
Slimmer (silhuette more interesting) version
This prop is gonna be adjusted with Tims plane + stairs and we will make it interactive object in game.
This week (3) we decided to strengthen our core mechanics and give player the feeling of full control. For the graphic side of work we artists made particles to guide player better on whats going on in the play field. I took care of
Slash attack particle (supposed to guide player on impact and direction of the attack)
Bleeding particle (in case player doesnt watch hp bar but rather playground)
Slash particles are projected onto a mesh and are made out of 2 pieces, 1 additive one multiply and rotation tweaks, once the red/whiteblue attacks starts a darker/lighter version of it appears with slight delay
Bleeding particles are fat drops with gravity parenting a randomly appearing blood stains on a flat invisible plane, again custom graphics
Then the fog has been given a custom animation set 3×3 made by me to have a more natural feeling, it starts of slow, and keeps on moving during game, here is speeded up process to prove it does animate
Then the thing for later, but we already tried to see how to work with mixamo for now, the player is not the main issue at the moment and we will add proper character later, for now capsules are best suit. P.s: also shader for crystals added