The End
Wednesday, December 11, 2013
Monday, November 11, 2013
Thursday, November 7, 2013
Monday, October 28, 2013
Monday, October 7, 2013
Deterioration stage communication (% of blue)
The increased percentage of blue is to try and communicate 25 / 50 and 75 % health loss. Its a character animation UI attempt instead of the usual health bar.
Sunday, October 6, 2013
Decay state colour communication testing
Part of the game UI is to communicate to the user that their health deteriorates when in a dark area. We broke the death into 4 stages. 25 / 50 / 75 and 100%. This sprite is the 25% stage where neon blue (the enemy forests signature colour) is taking over the character = journey towards death.
50% will be blue up to the waist area, 75 will be the shoulder and 100 = totally blue and so death.
Run sprite reference
Had to reshoot my girlfriend Annie (character reference) for how hair falls when running.
I cycled beside her on the bike while she ran down the street before dinner :)
Audio exploration/planning
After having no joy with the FMOD Unity plugin I've returned to use the audio straight out of Unity. Have been digesting audio tutorials from these guys.
http://www.askvideo.com/course/gameaudio102-implementing-audio-in-unity
Saturday, October 5, 2013
Platform Spawn (sprites)
First art pass of a spawning platform. The only real criteria the sprites had to match to was their height. 3 units high = max height of player jump.
Sunday, September 29, 2013
Uphill character sprite tests
Referenced a snippet from this Redbull video for rough key frames.
http://laughingsquid.com/red-bull-400-the-steepest-race-in-europe/
The initial tests in the game world though, don't look so great. Looks like
she's pushing too much for the gradient that she running on. Might be
because my reference was quite a steep race and they were pushing at a
steeper incline.
http://www.youtube.com/watch?v=bas_KfuCZ44&feature=youtu.be
Saturday, September 28, 2013
Thursday, September 26, 2013
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