Showing posts with label Red Red Dragon. Show all posts
Showing posts with label Red Red Dragon. Show all posts

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:

Sunday, July 24, 2011

Experiment with Toon Shader


My experience with the Toon Shader within Unity hasn't been the most pleasant. I decided to look up ways to simulate this through exterior means. Here's pretty much the idea I had for what the game's objects will possess. I intend for simple colors, dark outlines and an overall 'drawn' look to the game.

I have yet to try to import this to Unity.


Friday, July 8, 2011

Tuesday, July 5, 2011

Red Red Dragon

Decided to hold off of 'Monster' until I finish the remake of the Shoot'em'Up I created back in my first year called 'Dora the Menstrul' dragon. Apparently that was an inappropriate title, so now its remake is called 'Red Red Dragon'. 'Cause its a dragon and its red.

Anyway the fundamental rules remain the same - one dragon, lots of dudes flying around, on the ground and other stuff to just burn away. Here's a better description:

Title: Red Red Dragon
GamePlay Style: Shoot'Em'Up/Platformer/Puzzler
Player View: Side Screen + Birds Eye (Changes Accordingly)
Controls: Mouse/Mouse + Keyboard/Keyboard
Game Play:

The Game essentially is just burning things and accumulating as many point as possible. Points are earned by destroying enemies, objects and achieving certain 'feats' which will multiply/add your points.
There are points in the game where the controls will change slightly and the player will be alternating between fighting on the ground and in the air. The controls
Acquiring upgrades will increase different aspects of the dragon and acquiring the same upgrade over and over will create an incremental effect. Collecting a different upgrade will reset the upgrade amount to the start.
Parts of the 'flying' stages will involve the player to strike on certain points of the gate in order to avoid dying.

Will upload a gameplay video later:

Currently Completed:

Basic Movement - Controls
Dragon Stats

Enemy Basic Movement
Enemy Spawning
Enemy Stats

Scrolling Stage
Alternating controls
Set Up basic level

Different Attack Modes (Upgrades As well)
Attacking Stats
Upgrades and Pick-Ups
Point System - Indicators included