Monday 31 December 2018

Space Year 2018 Where You Go?

2018 be like ...

RIP 2018

And so all good things come to an end ... and so do all bad and indifferent things too.

For December I spent most of my time starting early on that festive gorging ...

Me, one week into December
Me, December 31st

However it's not all been shoveling cheese, pate, chocolates, nuts, unidentifiable high fat stuff and booze down my cakehole as fast as possible. It's just that it's been mostly that ...

I've spent the dev time this month mainly on balancing my still untitled top-down, twin-stick, mecha-musume, nekomimi, Swag 'Em Up. This has led to a fair bit of tweaking and minor/major adjustments as I test full playthroughs to make sure things don't become overly difficult - if the creator cannot escape a level how on earth will a player?

I've only 2 more levels of enemies to model and animate. One of these enemy types are tentacles which I had been dreading from the animation point of view. However I managed to find a good monster model with plenty of tentacles and animations which could serve as a basis for my own work. This model had a whopping 170+ animated bones which exceeds the engine capacity for a single armature. Happily I only wanted the tentacle bones and so could delete the rest, but this still came in at a rather whopping 18 bones per tentacle for 6 tentacles. Now whilst only the level boss monster will have all the tentacles with the standard level enemies ranging from 1 to 3, I felt that this number of bones could still be halved with a bit of merging weight painting and manually repositioning animation keys to make up for the reduced transforms.

Tentacles, the scourge of cat-eared, cartoon schoolgirls everywhere ...

I also found another boss style monster that had some great animations for special attacks and the sort, so added that to my ever growing library of commercially licensed animations.

The cunning plan for 2019 ...

Finish off the last 2 level monsters, something I had hoped to have completed by now but meh ...

Create the boss models and animations. Each level has a cat/fox/etc eared defender, often accompanyed by a larger monster to do all the dirty work whilst said fluffy eared guardian shout abuse at the player from an animated GUI box.

Sort out the remaining special item models and animations.

Both of the above points feature around the player models. (Hopefully) 2019 will be the year when the yellow placeholder cube is retired in favour of (multiple) player characters. I am planning on having around 8 playable characters with differing abilities and special attacks, and so far have 2 of them fully coded.

Anyhow, roll on January so this festive excess can finally end ...