As far as making the Dragon Level look good I did a large number of art assets including a catapult, cages, crates, balconies, new pillars, stain glass windows and frames, chandeliers, new flags, and a breakable chain. I handled the textures for almost everything. I have a few 2D art assets that I received tonight that I will be adding as well as the cages need a texture. I also wanted to pose a few of the enemy characters inside the cages.
List of Completed Dragon Animations
triple fire blast
tail swipe
bite
4 second wing blast
regular fire blast
epic fire blast
down ward fire blast
Fly Cycle
body slam
coming out of being unconscious
static
hit by lamps
rear up and slam with two front feet
die animation
getting hit while unconscious
out of breath
There was also many small things I did this week like the a animated switch, other character textures, mapping UVs for a new cliff texture, fixing some Ngons in james level, and a large amount of time spent working out the base enemy exports.
This week I need to bind all of the costumes were on our second night of the sprint and I have finished the retexturing, rebinding, optimizing, repainting of weights, and reexporting of the Enemies with the Croc Costume, Archer Costume, Assassin Costume, Archer, and I'm working on the villager right now.
Whats left is the rest of the villager, a new assassin texture, and the whole process for a knight costume. There is also an issue with the dragon export and the bumble bear so myself and chris will be working on that a lot tonight and tomorrow. I need to add two more animations to the Goblin - 1 for him lying in his bead shaking his feet for the menu, 2 for when he picks up a hat. This saturday James, Tom, and myself will be sitting down together and really making the levels look good with all the props and background textures that I received from Robert. Last I need to model, rig, animate, texture, export a jester bomb enemy.
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