Sunday, June 19, 2011
Cyclopticus model/Chexman ingame
Got the cyclops flemoid model made by Seth into the game, it replaces the manhack.
Here's a Max render:
Ingame:
The Chex man is also ingame now, unfortunatly I haven't figured out the animation system yet so he just idles:
also his eyes are just a tad too far apart so he's stuck with a permanent derp face :(
Next up will be the Large Zorcher viewmodel, then I'll try to fix up some of these previous problems an make a video of everything!
Saturday, June 11, 2011
Chexmod Progress
Here's what's been added to Chexmod since that last post.
Flemoid exploding animations:
Basically flemoids explode when they take enough damage. Since they're slime-based monsters, they can "reform" a few seconds later and continue attacking the player.
Eventually the engine will recognize when a flemoid was killed with an energy weapon, and play the animation where they actually disappear.
This system creates a number of benefits:
1. Gives us an excuse to have projectile weapons and not just zorchers in the game
2. Opens up possibilities for gameplay when you have an enemy type that can only be killed with certain weapons
3. Fits with the story better, in terms of what weapons would actually be on hand
New guns:
Pepperbox:
Antique gun that will originate from the history museum level.
Spamcannon:
Full auto shotgun carried by security guards, found on most maps.
Large Zorcher:
Not finalized yet, but it will probably take out most flemoids in one hit like in Chex Quest.
Also:
The Chex man:
WIP, example model from Mudbox combined with a few primitives. He looks pretty damn creepy.
More updates coming soon!
Flemoid exploding animations:
Basically flemoids explode when they take enough damage. Since they're slime-based monsters, they can "reform" a few seconds later and continue attacking the player.
Eventually the engine will recognize when a flemoid was killed with an energy weapon, and play the animation where they actually disappear.
This system creates a number of benefits:
1. Gives us an excuse to have projectile weapons and not just zorchers in the game
2. Opens up possibilities for gameplay when you have an enemy type that can only be killed with certain weapons
3. Fits with the story better, in terms of what weapons would actually be on hand
New guns:
Pepperbox:
Antique gun that will originate from the history museum level.
Spamcannon:
Full auto shotgun carried by security guards, found on most maps.
Large Zorcher:
Not finalized yet, but it will probably take out most flemoids in one hit like in Chex Quest.
Also:
The Chex man:
WIP, example model from Mudbox combined with a few primitives. He looks pretty damn creepy.
More updates coming soon!
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