Thursday, 6 February 2014

Status Update

Progress trucks along.

As I wade my way through the animations, I've started implementing them in the actual game. Below, I've linked a short video to give you your firsthand look at what the game is shaping up to be.

the animations are still somewhat buggy, but that's being ironed out over time.


Tuesday, 4 February 2014

Status Update






So, production chugs away on the Capstone release. So much has been cut, it's a shadow of it's former self...

Anyways, currently the project is in the Animation phase. Getting all the animations and cycles done for Emily this week.

Below,  you can see the key pose for her Combat Idle cycle.


Tuesday, 28 January 2014

Status Update

Development is underway, and here's some screenshots of the placeholder textures on Emily.



Tuesday, 14 January 2014

Milestone Update: Primary Modelling Phase Complete

Nothing beats the feeling of having a wide-spreading plan finally start coming together visually!

The primary modelling phase (barring tweaks here and there) is now complete, and the project now moves on into the texturing phase. (As you can see, some work has already been done in that department)

You finally get to meet the 3D incarnation of Emily! Check out the pictures below!





Sunday, 12 January 2014

Post-Holidays Status Update

So, Christmas holidays are over and done with, and production has geared up into cruising speed.

The blockout is done, and now detailed assets are starting their slow trickle into the game. Coding is always ongoing, and only certain pre-existing assets are textured (such as the trees and grass).

Here's the current milestone list for each stage of development:

Modelling: January 16
Textures: January 28
Rigging: January 30
Animation: February 7
Final Lighting: February 9
Engine Development: February 27
Audio: March 2
Capstone Final: March 25




Monday, 25 November 2013

Airsoft: Puzzle Warfare release!

Hi everybody!

While production goes strong on the main project, Soul Balance, Solaris Studios' side-project is now available for download!

http://rapidshare.com/share/118F8A0165A3CF616097EC740D0524E6

To install, simply extract the ZIP file somewhere and run the SWF. Make sure to keep the folder structure intact, as the game needs the images and sound folders!

Also, you might need to upgrade to Flash Player 11.7 to run this game.

Airsoft: Puzzle Warfare is a flash-based game where you must complete three puzzles, each more difficult than the last. Race against the clock to complete all three puzzles and get the highest score you can!


Friday, 22 November 2013

The Goblin asset has been knocked down to 5,000 tris, and now spawns as the enemy prefab, just as a test.

By no means is this his final appearance--he will be edited to look more like his concept art appearance as time goes on.






Aside from that, the code is coming along nicely. With the assistance of Ryan Miller, I now have a dynamic combat system of variables that alternate values depending on who's 'turn' it is. It differentiates between the active attacker and defender on the fly, and actively makes the characters rotate to face the current attacker or, if they're the active attacker, face whoever they're attacking.

The actual skeleton of the combat system is in place. I have the engine successfully generating stats for all combatants, and a test algorithm dealing damage based on that to the player.

Currently it takes a base damage value of ten, adds the attackers ATK value, and then detracts the defender's DEF value. The result is then removed from their HP!

The next steps involve developing a base class for all weapons to inherit from, similar to what I did with the characters and a Character class.

Look forward to more updates!