Wednesday, 17 April 2013

Reduxed Get Reduxed ...

I'm beginning to hate that word ... We'll soon head to to find a new one with the exact same meaning. Anhow, things which had been redone ... got redone ... for the umpteenth time ...
Yo Dawg! I heard you liked to redux, so we put a redux in your redux!
FFS ...

Anyhow, following on from a previously posted blog in Septemger 2012 entitled "Make Simple Character Model Quickly ... 40 Days Later ..." where I struggled with character limb deformations ... I have ... gone back and started it again from scratch.

And after 16 days, I can live with it ... which ... admittedly is what I said about the last effort ... but then I couldn't. Anyhow, it now deforms nicely, animates much better and ... probably looks exactly the same to the casual observer. But hey, it offended me ... and now it doesn't.

So with a fully, clean, base character mesh I can now get on with making all of the other troop types. I've also got rid of a few more of the engine's stock assets which I was using, making my own backpack ... which turned out to be an ordeal in itself for some reason ... an aidkit model and replacing the decal for moving to with a big black and amber X motif which spins.

I've made various tweaks and improvements to my scripts, and am down to just one post-it note of bugs, tweaks and balancing on the Main Campaign.

I've also redone the 4 jungle levels which I had designed. After receiving feedback that they weren't very jungly I've bent the tree trunks, added a skirt of transparent hanging vines in 2D, increased the number of said trees in the levels and created a new broad leaf plant for the groundcover, which helps to make the scenes much more crowded looking. In other words, more jungly.

I've also created 4 urban environment maps. This brings the total levels to the final tally of 20. There's a video below showing one of the maps - which just happens to be the one without any avenues of trees. I always try and give each level it's own theme such as highground, valley, rolling hills, etc, and this one is tight corners. The urban maps feature buildings - which whilst they cannot be entered directly - have ramps and bridges and crossovers. I was going for a sort of grand European architecture vibe.

So next up, an Ale Festival on Thursday! And after that, modeling the troops for the remaining 6 factions, sorting out the remaining issues with the Main Campaign, doing a whole load of finalized modeling and ... er ... stuff.