Thursday, March 1, 2012

little late

I apologize for my late post this week I have been fully committed to this game and a lot is coming together very quickly. This last week I had to redo several things. I had to fix a twitch with the dragon rig, re-export the snail enemy, and re-export the bumble bear - all of which required a rebind and painting of weights. The dragon level is now complete the only piece missing is the spikes that extrude out of the top of the cages but that is a very quick implementation that is just waiting for the 2D art. It took a long time to work out all the exporting rules, and alignment but I'm very happy because I made it very easy for Jon to implement. Also this week I modeled textured and animated the Bomb Throwing Jester Enemy with a box full of bombs prop. During the week I hadn't seen what I asked for which was art being implemented into the game so I took it upon myself and put together a background in our first level. I still have a twitch to work out with the Zug but that is a small fix now that I know what it is.


We found a twitch in the dragon's and goblin's animations once it's put into the game. This is because in the exporting process we bake the animations into the joints so it sets a key frame on every frame to the joint. During the systems process and for an unknown reason the x rotation on the foot joint shoot from -1.98 to 398 with no visible change. The problem comes when it's pulled into a system like the computer that runs at about 60 fps so that extreme rotation is actually seen but I fixed the frames and I'm going to do the same with Zug.


For this weeks tasks I'm going to begin making the levels look good. Since were two days into the sprint I have already got a bit of work done on the swamp level and on the second forest level, but I need to do the tedious exporting and importing and redesigning it with the proper imports for OgreMax to build the level properly. With this process I will most likely be doing much of the 3D modeling since the swamp levels are short on those types of assets. I still want to do more polish on the levels that we have done but I think making the other levels that we already have descent so they are finished is more important.

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