Screenshot Saturday – 12/28/12 – Thiri

We’re still workin’. This week we have been going over how abilities will work and laying down the abilities and incorporating an energy system rather than cooldowns. We are also working on more enemies and random room generation.

Screenshot 1 –

SquigFinal

Remember our Squig from last week? This is the current result, it’s rigged and ready to be animated and textured! Huzzah! Our lovely artist Evan has decided to commit a bit of his winter break to helping us out on Thiri, and this is the first of (hopefully) many meshes you’ll see that belong to him.

Screenshot 2 -

BossArea

Recall the Golem? We got him animated and in an alpha-texture, here he is inside a early version of a scene we’re working on incorporating with him. Right now we’re working on his AI and mechanics of how the fight should play out.

While we slowed down this week due to Christmas, that doesn’t mean we weren’t trying to put some hours in. Hopefully we get some cool stuff to show you next week!

- Antonio

Screenshot Saturday – 12/22/12 – Thiri

We’re still workin’. This week we have been going over how abilities will work and laying down the abilities and incorporating an energy system rather than cooldowns. We are also working on more enemies and random room generation.

Screenshot 1 –

RoomGeneration

This is an example of random room generation. You can use the arrow keys to move to different rooms that were randomly generated, I of course had a little fun to seeing just how many enemy goblins we can have on screen at one time by spamming the keys to go into other rooms. I believe at this particular time we hit 4 million triangles and we were still rocking!

Screenshot 2 -

GolemFinal

This here is a golem, one of our new enemies. This is the untextured product, I made sure to UV it carefully but do a quick rig to get the animations we needed in-game quickly.

Screenshot 3 -

SquigSoFar

This is a Squig, I based it off of Kog’Maw from League of Legends and the Squigs you see in the Warhammer table-top game. This is an early vision of it, I plan on going through touching it up and adding some variations of them as I continue developing it, but I am pretty happy with the progress so far.

Screenshot 4 -

TriggerSystem

This is a quick peek at what our trigger system looks like, this is basically out first level which will contain our tutorial pop-ups and dialog pop-ups. It is pretty neat to think that this was all coded by hand by DB.

We definitely hope to get all the basic abilities in place and start working on getting a workflow that is relatively balanced, we also need to add variations so you are not just sitting there fighting the same type of goblin the whole playtest.

- Antonio

 

Screenshot Saturday – 12/8/12 – Thiri

Thiri is a turn based strategy game incorporating the mechanics and physics similar to a game of pool.

Since we’re just a team of two people we have been at it for a while now, but we finally are reaching a stage where we’re happy to show progress. I’m just a lowly designer, but since we can’t get any volunteers to pick up the art department, I have been doing what I can with my “general” knowledge of Autodesk Maya and the shop of Photo.

This week we’ve been working on finalizing the aesthetics within our first scene, we hope to have all the art assets placed and completed by the end of next week.

Screenshot 1 –

Here’s an example of some cliff meshes we’ve done, I went ahead and did 4 modular pieces and 2 non-modular pieces, we add a little spice and…

Screenshot 2 –

An in-game shot showcasing what I went ahead and did with the meshes. I basically kept duplicating these meshes over and over applying rotation and scale differences to add variability. (Since they’re relatively low poly it’s not that big of an issue in terms of optimization.)

Screenshot 3 –

Here’s an in-game shot using our camera system, this is zoomed in as far as it can, and we also give the player the ability to rotate and move the camera accordingly.

Screenshot 4 –

Here’s some our goblin baddies in an idle animation next to their campfire, up to no good, trying to make trouble in their neighborhood.

Screenshot 5 –

Out-of-game shot, via the editor just to give you an idea of what our scene currently looks like, we still have other things to add and change.

Our ultimate goal is to get the game fully functional within this scene so we can get proper feedback and thoughts on the project. Sadly we got a little bit longer to go, but we can’t wait to hit that stage!

- Antonio