Saturday, March 26, 2011

Glide Animation

Here is Sol's gliding animation for flying forward.

Also, in my file Sol is perfectly centered on the Y-axis... So I don't know why he's slightly to the left in game.

Wednesday, March 23, 2011

Beta Review & Fire Particles

I figured I 'd go ahead and post some pics showing where our game looks right now. This should make it easier for everyone to provide feedback on the game's look even if they haven't been able to play it recently.

The first pic is of our main menu:

The next pic is of the giant cloud that we're currently using for our ground plane. It's about 5 times larger than the original cloud model and its main purpose is to make it easier for the players to know where the ground is and to provide a reference point.

    The next pic is of our newly implemented flame ring particle effect that Kyle added yesterday. This should help to demonstrate how we plan on using our fire particles.
    As you can see, the structure of the flame consists of rings that are increased in scale as they move away from the origin. Kyle tells me that his particle system can support particles with multiple frames of animation. Going from there, we're hoping that our artists can use the base template that will be provided below and create a more stylized flame ring with multiple frames of animation (however many they choose), each frame in their own .png texture file with 64x64 dimensions. As you can see, the images support transparencies, so feel free to fill the interior of the rings with fire as well. We can experiment to see what looks good.

    Here's another pic showing how the flame ring looks when the dragon is moving sideways (in the case of this picture, to the right). The ring trails behind a little to create a more dynamic feel.

Here's the base template for the fire ring particle:

 Later today, I'll post some of the feedback we've been receiving from our playtest sessions, as well as some suggestions as to how to improve the visual consistency of the game as a whole. Hope you guys enjoyed the pics and like where the game is going so far. If you have an opinion regarding anything you see here, leave a comment.

Tuesday, March 15, 2011

Cloud Test

Here's a Cloud I made quickly. It's about 1250 polys.. which was as low as I could get the sphere so they don't look to boxy. Hope this works! I sent Ryan the Max file.

Monday, March 14, 2011


Ta da! If anyone wants their's redone I'm all up for that. These were pretty quick sketches and taking another whack at it won't take long at all, but I hope I captured somewhat of a likeness. [Also if you want me to do matching ones for Steven and I, I'll redo our's, but I figured it's your guy's game, we're just here to tie a bow on it, haha.]


Here's a super quick doodle to replace the current one for now! 100x100 and 32-bit.

Sunday, March 13, 2011


Here are the buttons for Sol Invictus. I tried keep the style that Liz already set with the text. Hope you guys like them! They are PNG's with transparency.

I hope you can place and scale the buttons to look something like this. I think it would work very well set up this way. Enjoy guys~

Saturday, March 12, 2011

Sky Quads

Here's a pass at the sky quads. I stuck with the original template all the way, though I'm afraid that the values may be too strong and not fall back as much as they need to, and that the scale may be off. So tell me what you think and I'll try to get it done by Sunday!

Friday, March 11, 2011


Here are the new Splash screens for the Beta. Hope these work!

Sky "box" Template Texture

Here's the actual texture that we're using to generate the sky in our game. It's 1024x1024, but the actual size doesn't matter and can be any shape, according to Kyle. Feel free to start with a square texture like this one and that should provide a good starting point for the new sky textures. As mentioned before, by all means use the same colors and style that you have already been using for the dragon and the title screen for the sky as well because they look great.

P.S. Kyle was able to figure out the texture unwrapping issue with Sol. Turns out the texture loader needed to load the texture in upside down for it to display properly. In any case, the dragon loads its texture fine now and looks great.

Monday, March 7, 2011

Sol Texture

Here's Sol's texture as of now. Tried to keep it really simple to match the clouds. Let us know of any changes that need to be made.

Saturday, March 5, 2011

Sol Wrap

Tweaked the arms a little more. Made his hands bigger and shrunk his forearm a smidgen. Finished the unwrap and applied a quick flood fill of color. Quick viewport grab of Sol currently.

Here's a little peek at the unwrap... in case you were curious.
Also, what size texture map are we going for? 1024x1024? 512? 256?

Friday, March 4, 2011

Sol Update

I extended the wings a little and tried to beef out his arms a little more. I also brought in his cheeks a little. A little to puffy for a Dragon!

Let me know so I can upwrap! Thanks! Hope you like it.

Sol Model

Finished with Sol's model. It was definitely a challenge. I've never done a quadruped... let alone a dragon! But, I hope you guy like it! Let me know if I've got the OK so I can start unwrapping and texturing. Thanks!

Oh, and the wings will have fire as well. I just modeled it with the wings up... which makes it hard to place the polys. I'll attach them once skinned and his wings are laid flat.

Sol is 1801 Polys or 2180 tris.

Wednesday, March 2, 2011

Title Screen Follow-Up

Hey, guys! Hope I'm not too late and this can still be used to pimp your game at GDC. I'm afraid I might have changed the positioning of the title, and have yet to do the buttons, but I might not be able to get to them in time, so I wanted to at least give you what I have. I also took...a lot.... of creative liberties, though I tried to keep it somewhat cartoony. If anything is a huge issue, I'll try to do a quick fix. Hope you like it!

Here's a text-less version, as well, if you need that.I also have it at double the resolution that I'll send to anyone that would want/need it. [Though my frantic rendering becomes even more apparent at that level, haha.]

Sol Early Preview

Thought I'd show an early view-port grab of Sol. Still extremely early in the process.