Wednesday 25 April 2012

Warrior Concept Sketch

So i have been well and truly going a little insane implementing AI pathfinding into my game, and after much fucking around am able to get "Boxy", the box man of death, to follow me around the dungeon and start flailing his one arm whenever he is in attack range. I have also written a script managing various basic stats for my enemies and player so both can receive damage, deal damage etc.

So after all this i decided to reward myself and start working on my first player character model. I have decided to work on the warrior class first. I havnt settled on a race name yet but basically they will be hulking demons with their eyes and mouth sown shut. This is because they are a not too bright slave race that must never learn of their history into being indentured.

You can see in the concepts i am swinging between muscle and fat and hope to land somewhere in the middle. Anyway i start modeling today so i will post up the model when i am done.









Sunday 22 April 2012

Making vases like a boss

I have been stressing out a bit implementing AI pathfinding into my game so i decided to unwind by doing some peaceful vase modeling. I know, im the gayest.



Wednesday 18 April 2012

Particle Fire, Barrels and Treasure Chests


After spending some time and effort learning Unity's new particle system "Shuriken", I was pleased with the fire effects I was able to create. During the game your only light source will be the torch you carry with you. You will however be able to light these beacons along the way to mark where you have been as well as increase visibility.


Just a plain old barrel here. These will explode in a shower of bits when struck and also roll around if knocked over. I discovered a new projection to texture technique that allowed me to texture this barrel in around two minutes. Sadly it will only work on symmetrical objects but it will still save shit loads of time.


The chests have a basic open animation at present whenever you click them and are within a reasonable distance. Sadly no loot spawns when they are opened at the moment setting you up for as much disappointment as last years Christmas.

Sunday 15 April 2012

Dungeon Tile Modeling and Texturing


Believe it or not, im actually having a bunch of fun modelling stairs, room, halls and other tile pieces. Maybe I was an architect in another life... One of the pains that comes with this though is making sure that the pieces align correctly within the dungeon generator, that is why these tiles have an extra half step on each side.




I also found that rather than using a mesh collider I simply added a ramped box one, This gave the illusion of character smoothly transitioning up the stairs rather than bumping around on each step.




I have also been getting a stronger grasp of UV maps and how to smooth out the seams. You can see in the texture on this tile I have used the 3d painter in blender to smooth out the edges so the tiles dont have harsh collisions that show the tiling method.

Saturday 14 April 2012

Whirling Blade Trap


These will be littered through the dungeon causing instant death on collision and spraying your innards outwards. At present i have them spinning just a tad faster then you can run so you can not not dwell within their kill zone for long or the blades will catch you.

Because I am a little bit special I modeled these to face clockwise but now realize I will need some anti-clockwise ones too...

Turret


You bet those cogs rotate! This little guy will have a a percent chance to be a shell / fire / frost / lightning /poison turret. Turrets will be impossible to destroy so running through the labyrinth will be your only way past these mechanical devices.

Dungeon Generator