Saturday 24 October 2009

Put some clothes on, you big oaf!

I really think this looks ugly at the moment, but I'm hoping that's because it doesn't have any textures applied to it. I've also gone over the amount of polys I wanted to use, from around 1500 to 2,725, but I'm sure it'll be fine as there's only one version, just instanced around the sky, and even then there's only going to be a few of these in the sky, maybe around ten.


Thursday 22 October 2009

Another piece of inspiration

There isn't many pieces of steampunk artwork out there that really reflects what I'm doing, so to find one as good as this really makes my day.


Is it a plane, is it a bird.....

No, it's an airship. Steampunk images always compromise of airships so what better way to enforce the steampunk style in my game then to stick in an airship.

This is my first iteration, with a lot of work to be done yet.


Sunday 18 October 2009

New Title!

Thanks to a magazine article that a class mate sent me, I've redesigned the logo to have a more steampunk esk feel to it. Although it's quite hard to see it on the main title page that I have at the moment, I think it really fits in well with the game and gives it a lot more personality. Just showing the title off to people makes them more interested in the game....or so I think anyway.


Thursday 15 October 2009

Money Money Money

I want a system in my game which enables the player to loot objects and if possible, dead enemies although the latter is a lot harder. I also want an economy system in my game, so the player gets money from missions and looting and then can spend it on weapons, hints, etc. The only problem I'm having is that GoW engine has for some weird and unknown reason had the math expressions from out. This makes it very hard, if not impossible for me to have an economy system which is a bit annoying.

Anyway, here is my first draft of a looting system, it requires the player to be in a trigger volume which would be in front of a cupboard for example, then the player has to 'use', the items/money are then transferred to the player accompanied with a sound effect. I'm thinking about having booby trapped loots as well that can damage the player. I was originally going to have the object flash, either all the time or just when you looked at it to tell the player it was lootable but trying to add a flashing expression to a complex Epic material became  a pain. So instead I just have a message flash up letting the player know you can loot it.


 

Tuesday 13 October 2009

Flashhhhhhhhhhh ahhhhhhhhhh (Gordon)

A bit further, got the thunder down to a random interval with random length flashes. When the second thunder flash happens the sound cue picks one of 13 different thunder sounds so it really brings randomness to it. The next thing to include, but I'll probably do it in GoW, is the particle effects for rain and thunder. I think this effect will look really good for cut scenes.


Been a long time...

Haven't really updated my blog for a while. I had a week or two of before I started uni so I'd be ready for a long crunch session and then what happens? I get my Second Mastering UT3 book. So I've spent the last week working my way through there.

Last night while I was trying to get to sleep, I tried to think of a way to get lightnining to work in the game and it's actually pretty simple. This is it in it's simplest form but when I implement it into the game I will have a lot more random variables, sounds and maybe the chance for longer lightning or visible lightning streaks in the sky with help from Cascade.