Friday, 30 November 2012

Asset creation and testing

So I've finally begun creating assets to populate our rather dull little island! Starting with simple base meshes, to ensure the models work within UDK, after building what I need I plan to take the models into Zbrush to get some high poly models finished, in which I'll then bake into some sweet normal maps! 

Start screens and more flash

As I was working on the flash UI for Bots I thought to myself that becfore I do all this I should really make the main menu first. So I stopped what I was doing and started on the main menu:

Here we have Verne enjoying the ocean and starting on his quest to find treasure! The logo for the game isnt done yet so I just used some text for now. Anywho the menu would be animated and Verne would sail across the screen over and over agian. The sound would be the ocean and Sea Gulls also the Bots main theme would be playing... Whatever that is for now.

This one is a bit simple as it would be very quiet with only the Sea Gulls singing and the ocean waves. The water around the wreckage island would more in and out on the shore. This one is simple because I wanted it to show how the adventure started. Also the satelite hints at story points.

We have two other ideas that would just forcus on the treasure island that would be finished in UDK. One would have fly overs of the island showing key locations. While the other idea would be like the first one shown but with Verne sailing in his boat around the island in UDK.

I also got the gears from last week turning so yay but I dont really think its worth uploading because it really doent look like much right now.

Friday, 23 November 2012

Blockout progression_ UDK placeholders

 Beach area blockade paintover

Volcanic cavern blockout

Totem puzzle blockout

  Secret waterfall door blockout

Menus and Flash the Unicorn

I have started work on the HUD this week. I started off just sketching some ideas down on paper and then scanned and worked on them in Photoshop:

The first is robot inspired by having this kind of electrical tape covering it. The colours can be changed at any time to better reflect the game so the yellow and black might not be in the final version. The health bat would close as the player takes damage. When the player dies the health back will close shut.

This is a gears inspired HUD. The health bar would fade in section as the player takes damage.

This HUD is junk inspired. The health bar is made up of scrap metal and junk. When the player takes damage the the junk will fall away.

This is another gears inspired HUD but instead of one gear it has many. The gears for the health will always be turning. When the player takes damage a gear will fall away and the gears will slow down. I also like the item navigation for this HUD set up.

I started making the HUD in flash but only got so far when the majestic creature that flash is decided to freak out and not let me change the rotation options for one of the gears. At that point I rage quit. Damn you flash!!!