So! Thus begins the Road to SIX. And, honestly, the journey started last Monday, so we're halfway to TWO or something. I have a laundry list of stuff to do, and here's a list of what was accomplished last week.
ART
- Value study of the Castle (this is where I use shades of gray to "sketch out" what will eventually be color values on the model. It helps makes things cohesive when actual color gets involved)
- Windmill Model and value study
- New chess piece model: Pawn King
- New chess piece model: Harbor King
- New chess piece model: Scarecrow
- Hi-rez King
- Hi-rez Pawn
- Hi-rez Bishop
- Hi-rez version of Oreganik Logo
ANIMATION
- Created an in-game cinematic system for camera and actor control
- Scripted the intro sequence.
DESIGN
- Added "boss battles"
- Integrated the Pawn King, Harbor King, and Scarecrow
- Added Boss Ability functionality (sort of like a unique spell)
- Created a boss ability called "Riptide" (it pulls pieces towards the boss, and they can be swept off the board)
- Created a boss ability called "Wither" (shrinks pieces on the XZ axes and limits their movement to one space)
- Finished the demo scenarios for Castle
- Finished the demo scenarios for Harbor
- Finished the demo scenarios for Granary
- Switched demo flow a bit, changed the order you get certain spells and abilities
TECH
- Discovered and fixed a handful of bugs
This week I'll focus on re-modeling and texturing all of the chess pieces, then animating them in game, to give them a bit of "life." (the example I give is Pixar's wonderful short "Luxo Jr.") I also need to set up business stuff so I can accept money for the game! Very important.
On an unrelated note, even though the game code framework is holding together, and I can add new features (like boss battles) fairly seamlessly, I am fighting a huge desire to go back and re-engineer the game "properly" now that I understand exactly what it is I'm making! I understand this is common...
No comments:
Post a Comment