some WIP on this one. taking some time to experiment with design of the gorgon character. decided to remove extra arms. made overall slimmer and gave colors similar to a king cobra rather than teal. Couldn't get her face to something I liked so for now I consider a shawl. But not totally in love with her design yet. I…
Short update just since it has been awhile: I moved most of the major classes in the game to c++ so that it is easier to refactor into the future. I still prefer blueprints for speed but if you want to do something like move a bunch of delegates to a separate class it is a big problem to do that in blueprint. It took a…
Still grinding out the blockout. Working on second to last area. Workflow Very glad I chose to do this in maya because I've made a few major overhauls and it has been painless to do so. Level is starting to come together nicely - it plays decently and each area has a distinct look. I am sure it will evolve considerably but…
edit: anybody has any critiques for these illustrations I'd love to hear them. "Finished" this illustration. There are a few bits of detailing I'll poke at here and there, like making some of the horses faces more distinct. Also moved the text to a separate layer so its more modular. I might settle on a different text logo…
Next illustration (in progress): this depicts one of the planned boss fights. A snake charmer and his cobra. But the cobra is a gorgon. There is also to be an army of normal cobras for gameplay purposes, but for this illustration I couldnt find a way to include the cobra army plus the charmer plus the gorgon and the hero…
Past few days been animating like crazy but it's not stuff I will show because spoilers, just a snippet. I have been working on cut scenes that happen before and after boss battle. The only reason I do this now is because the student doing music (for his final project) needs to have something to show along with the tracks…
Okay I haven't reached next milestone but learned quite a bit in last week. Initially I was turned off by Unreals viewport tools so decided to do level blockout in maya instead. It is definitely feels a lot faster because you have many QOL things like isolate select, invert selections, full suite of modeling tools,…
Did a little more with level blockout. Wasn't happy leaving the end area quite so unfinished. Added a bit more detail to a few buildings in the Agora that are very blocky. Also increased height of the acropolis so it's more of an epic climb to get to the boss fight. It can now be seen from almost anywhere in the level…
A bit of progress in level blockout, but much was experimentation and figuring out what not to do. That's not progress anybody wants to look at but I think it's good to mention and note a few lessons learned. Fighting on several fronts and it feels like too much. Difficult to figure out where to focus. So what is the…
@iam717 thanks for the great feedback I agree about the enemy satyrs having a short range attack. There is code for that and if they run into you while jumping it causes damage, but I haven't made animation for it yet. my original idea was they do like a kangaroo drop kick with both hooves. Agreed about the jumping being…