Still a bit to go but finishing up the chico of the dead game, about a week left? event spent some time improving the quality of the first part of the game experence (added help)
well, took 5 hours to write my own morph plugin for max, but then took 2 days to change the pipeline, engine and animation for stream based morphing.
and so the first thing to make was a shalug, half shark, half slug. what else is morphing for, really.
have a lot of the art done, 2 models left to texture, 3 left to rig, then a whole butt load of animations, sounds and mission script...
First pass of the assets is almost done (evironemnt, some props, 3 player models and 5 zombies are done. one zombie and 3 small creatures left)
Code is also getting done, minus the occasional task from hell such as 'rewrite collision system', which is not a pleasent thing to watch lurk on a todo list.
the current workflow is to get a programming task and an asset done each day, thou...
Started to implement game flow over the place holder assets, so have seen ingame cinematics and the simple scripting sequence work.
Today finished one of the three player models, added frustum culling and linked up the missing bits for game flow, yesterday made some environment props.
Day 15 game dev, the zombie can now fight back which makes thing seem a bit more fair, also made it a lot tougher to kill the zombies.
Title screen and starting a new game are done. now to make place holder art for the rest of the game.
also need to work out what assets to cut so i can finish this a lot quicker.
Still working on iPhone, now have opengles2 support for my pipeline (shaders)
finished up the goldfish project, and having a break from the cute stuff to do something violent, like shoot zombies.
zombie is a performance test, though still 50% anitalisasing, with 339 vertex each. still need to do more performance testing
Took a break from programming to do some artwork, and kind of happy with the result of an afternoon mucking about with normal maps. possibly should learn mudbox or zbrush, but found a workflow that suits me, even if i get to swear about polygon limits on lightwave and 3ds file formats. i'm modelling the normal map and then rendering with blue, green and red lights.
recent programming tas...
well, that is a way to spend my time.
had another go at asset pipeline, using what i had learnt over the last few months and getting the information to the engine for the shaders, as well as preserving non shader rendering.
excitement included getting a workflow to make plugins for 'gimp' (what can i say, wanted my own 'normalise' and 'height map to normal map' plugins.
well, it is not so much that it is finished, it is more that i'm moving on and not working on it further.
Nice to wrap something up, annoying the difference in quality of what you want to get done and what you can realistically get done. Still also have to jump through Apple hoops to get the game to be on sale.
The time on this project has mostly been consumed by developing an eng...
That took a bit longer than expected, but now have my own 3dstudio max exporter supporting biped, physique, scene graph, materials and animation. Also happen to have a win32/ iphone game engine that supports skinning.
(morphing is mostly done but sort of want to get a game done, not more engine features)
this week has been an animation system, previous to that has been max export an...