Monday, August 29, 2011

Red Red Dragon: Model


The Mesh of the Main Character 'Red Red'. All that is left to do is the UV-Mapping,  rigging, animating and finally placing him within the game...

Tuesday, August 16, 2011

Image - The Cave - Mushroom Lights

Just started on the second half of 'The Cave' which will be the tutorial on platform puzzles and combat. Enjoy the screenshot.


Wednesday, August 10, 2011

Images - The Cave

Here are some more images of the Cave in case the video was too low quality:




Visual Update: Menu

I created a Menu.

I like it.

With more time I will add real objects and animations.

Here's a preview:


Tuesday, August 9, 2011

Visual Update: Tutorial - The Cave

Another Update on Red Red Dragon:

I managed to rework the spawns, now I can place a Game Object within the scene and when the player reaches that object, spawn a specified type of enemy in a specified pattern. I also created a whole bunch of Assets which make up the Tutorial Level :- The Cave.

Below is a Demo Video of the Cave:


Tuesday, August 2, 2011

Modelling - Farmer Egg Beginning


Just wanted to post up that I have been modelling, Here's the beginning of a 'Farmer Egg' which will throw pitchforks from below, on top of houses etc etc.

Imagination time:

Monday, August 1, 2011

The Game's Appearance Now + Update


After some suggestions and readings on the shoot 'em up as a whole, its come to my attention that 'randomizing' the appearance and enemies may not be the wisest choice. The concept of the game having to be memorized as a feature of the game is intriguing and surprisingly frustrating.
Now the game's spawn system has been revamped, now allowing the player to be able to memorize where the enemies will come from and in which order. However this also made the game too easy, hence an upgrade of the system needs to be done.

Also, I have gained a certain fondness of combining 2D graphics with 3D Graphics and have tried to implement it as much within the game as possible. Evidence can be seen with the smoke and 'flame-particles' from the previous post, as well as the 'fire' the dragon fires out in the image below.

Oh, the image below shows where the game at as of now - visually. Enjoy:

Experiments with the Toon Shader + Art

After fiddling around with Unity's Toon Shader, I discovered my frustration of it was due to the fact that I did not completely understand it. Turns out the models have to have 'Soft' Edges in order for the 'toony' lighting to appear. It seemed so simple, but I figured it out. So I dished out some simple models which will be things that the player will either have to avoid/destroy/look at while they are destroying things.

Enjoy: