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!

Thursday, December 9, 2010

Chex Mod

Quick rundown:

Back in 1996, General Mills thought up a marketing idea to have a Chex-themed video game distributed on CDs in boxes of their cereal.   Surprisingly, the game was actually really well done and very fun to play.  It ran on the (at that time) state of the art Doom engine, and was my first introduction to first person shooter games.

Here's a screenshot from the intro and the gameplay to give you an idea:




Anyways, recently I got all nostalgic about this game and thought "how cool would it be to have this on a modern engine?"  The Doom engine was cool back in the day, but now you realize that everything in that game was represented by a flat picture the size of a postage stamp..  So I started working on some simple models and code editing for Source (half-life 2 etc).  With just a few rudimentary changes, it became immediately apparent that it would be possible to capture the feel of that old gameplay!  I got a friend onboard who knows 3DSMax and Photoshop a lot better than me; he is making the creature models and environment textures while I am doing the code/engine junk, maps, and weapon models. 

The major idea has been to create as much new content as quickly as possible, regardless of quality.  Get the gameplay down, get the old weapons and enemies in there; don't worry if it looks crappy, there's always time to go back and fix it.  I get the impression that a lot of mod teams go for making a smaller amount of high quality content and never really get done.  So far we seem to have a good strategy, here is where we are at, about a week and a half after I first thought of the idea:







And this is at 2 weeks, with working AI, showing the self-illumination mapping:

Sunday, December 5, 2010

Blog.Start();

Yo, I keep putting off making this first post so I'll make it short.  My name's Nick and I make things.  Mostly electronic, video game, or art related things, but I will often venture into mechanical design or coding if it helps me accomplish what I see in my head.  I'll be using this blog to post progress and various findings as I go along in my projects.

Here are some examples: