Here's a video demonstrating how to combat the yet-to-be-named miniboss in my platformer game. Below are some screenshots on how the kismet is put together-- as is my norm, it's bursting at the seems with matinees, but I applied a few new principals that I've never used before, and learned a heck of a lot from this guy.
Saturday, March 31, 2012
Thursday, March 29, 2012
Showin' off some kismet!
Alright folks, this will be a rather lengthy post (factoring in video duration), but it'll definitely give the most bang for its buck. The first item of interest is the main mechanic for my platform game, "volume". The general idea is that the better you're doing in the game, i.e. the longer you go without getting hit/more enemies you kill, the faster you run and the higher you jump. Here's a demonstration on a test barrel and some robots.
Just under it, you'll see the actual kismet for this process; the first image is all of the math involved, and the second image is a series of nodes that set different run speeds and jump heights depending on what level the player's volume is at.
-continued below
Just under it, you'll see the actual kismet for this process; the first image is all of the math involved, and the second image is a series of nodes that set different run speeds and jump heights depending on what level the player's volume is at.
Showin' off some kismet! pt. 2
Next, I've got the kismet and a video demonstration pertaining to the robots you saw in the first video. It's mostly just a matinee and some hard attached triggers, but it gets the job done.
-continued below.
-continued below.
Showin' off some kismet! pt. 3
Finally, we've got a simple, reoccurring challenge that the player will encounter: "blowback amps". These amps block the path forward, and most are unable to be maneuvered around unless the player's volume level is near maximum. You know the drill; video, then kismet pictures below.
Hope you enjoyed!
-Will
Hope you enjoyed!
-Will
Thursday, March 22, 2012
Wednesday, March 21, 2012
DONE. With the model, anyway.
So it looks fantastic in 3Dcoat, but terribad in UDK. Lessons learned, mistakes won't be made next time. Here you go!
So close... so close.
Finally working on the non-suck version of texturing the character. My only real concern is getting the emissive layer to work for the glowing tattoos, but we'll cross that bridge when it comes.
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