Here's a link to the Olive website for reference:
http://www.becksebenius.com/Olive
Olive
Thursday, October 13, 2011
Friday, October 7, 2011
So, I made something.
I re-topped and rigged (for the most part) the plant slug.
UPDATE:
New download link here.
let me know if I should change anything. I know some of the rigging is a little off, but tell me what you want me to change.
UPDATE:
New download link here.
let me know if I should change anything. I know some of the rigging is a little off, but tell me what you want me to change.
Monday, October 3, 2011
Olive Website
Hey guys, I'm starting to learn Javascript for web and I thought I'd piece together a website for Olive. This will be changing a ton throughout the course of the quarter, obviously, but it gives us a starting point to iterate on.
http://becksebenius.com/Olive/
For our own development, I've set up a comment box so people can easily leave messages and post bugs. Hopefully nobody trolls it, since it's all anonymous. It should go without saying, then, to not give this site out to everybody and their grandma until we get a more proper comment system set up. I'm going to talk to Jack today about getting a hosting account set up.
On that topic, I've been thinking about domain names to use for the game. Olivegame.com is taken by some korean company, and olive.com is some photographer's portfolio. So far I'm thinking ProtectOlive.com, or SaveOlive.com.
Also on that page you'll find a new build of the game. Last quarter I was really having a tough time with the interface, and I think I've finally figured out what was wrong with it. Our game isn't an RTS! We're only controlling 4 units at most at a time, so having marquee selection and click selection didn't really make sense. Right now I'm trying out having only one unit selected at a time, with the camera focused on them. You can click on other units to select them, of press spacebar to toggle through. I haven't implemented the number keys yet but that will obviously be an option. This way seems a lot more intimate, which I believe is much more in line with how these controls should feel. Let me know what you think about this new controls! Either at the meeting, or on here.
Anyways see you all at the meeting!
http://becksebenius.com/Olive/
For our own development, I've set up a comment box so people can easily leave messages and post bugs. Hopefully nobody trolls it, since it's all anonymous. It should go without saying, then, to not give this site out to everybody and their grandma until we get a more proper comment system set up. I'm going to talk to Jack today about getting a hosting account set up.
On that topic, I've been thinking about domain names to use for the game. Olivegame.com is taken by some korean company, and olive.com is some photographer's portfolio. So far I'm thinking ProtectOlive.com, or SaveOlive.com.
Also on that page you'll find a new build of the game. Last quarter I was really having a tough time with the interface, and I think I've finally figured out what was wrong with it. Our game isn't an RTS! We're only controlling 4 units at most at a time, so having marquee selection and click selection didn't really make sense. Right now I'm trying out having only one unit selected at a time, with the camera focused on them. You can click on other units to select them, of press spacebar to toggle through. I haven't implemented the number keys yet but that will obviously be an option. This way seems a lot more intimate, which I believe is much more in line with how these controls should feel. Let me know what you think about this new controls! Either at the meeting, or on here.
Anyways see you all at the meeting!
Meeting
Hey guys, Marshall has class till 4:30, I have class at 5:45.. a bit of a short time span! Can we all meet up at the student lounge at 4:30 and go over what's happening tomorrow?
Meeting up today?
If you guys would like I'd be ok with meeting up for an hour or so later today (Monday) because I'm here all day (until 4:30). If not, we could try and get together early tomorrow. I have a morning class, so I'll be around.
Thursday, September 29, 2011
Monday, September 26, 2011
anyone
hey guys, break has been boring as hell. can we think of anything we could be working on that i, or we, could be doing to make a little progress on the game as it its?
Tuesday, September 20, 2011
Monday, September 19, 2011
Bear.
Weeelll, here's a bear for you guys. It's purple. I think it would be a nice contrast to the more natural-looking creatures. Since this bear is Olive's, I feel like he's gotta have something to set him apart a bit. I've been going off of what we've talked about at the last meeting, and well, I hope this is right. His little snout does not make him look old now (this was a trend with the longer snouts and the flat face wasn't working either, so I split the difference) and this is the first thing I've been able to produce that does not look like pedobear.
I hope this doesn't sound horribly negative. I was stressing a bit because I want this to be utterly awesome and it was just not going so well in the beginning. Also, this thing has been the hardest thing for me to paint out of ALL of the creatures. I can't believe what a challenge it's been. I think it turned out somewhat adorable though.
I hope this doesn't sound horribly negative. I was stressing a bit because I want this to be utterly awesome and it was just not going so well in the beginning. Also, this thing has been the hardest thing for me to paint out of ALL of the creatures. I can't believe what a challenge it's been. I think it turned out somewhat adorable though.
Tomorrow's meeting
Hey guys just a heads up I work til 9pm tomorrow so can we postpone our meeting till later? I would like to help with our PowerPoint, however understand that you all might have other commitments planned.
Sunday, September 18, 2011
Build 0.5.2
Here's build 0.5.2:
I've started to piece together the level. There's only two zones in this build, but I'll have some more built before the meeting tomorrow. Please play it and post feedback!
Saturday, September 17, 2011
Build 0.5.1
Here's a build, please test it out and give me feedback about the controls. Not a whole lot has changed in this level, its just to demo changes to the controls. Let me know some feedback about moving around the characters!
Changes:
- No longer click and drag
- Marquee select units
- Click once to command selection to move to a tile
- Hold shift to keep your selection active.
http://dl.dropbox.com/u/4370089/Olive%200.5.1/WebPlayer.html
Changes:
- No longer click and drag
- Marquee select units
- Click once to command selection to move to a tile
- Hold shift to keep your selection active.
http://dl.dropbox.com/u/4370089/Olive%200.5.1/WebPlayer.html
Wednesday, September 14, 2011
Heyo
Just uploaded a crap ton of stuff to the dropbox. Lemme know if I forgot anything...
-Marshall P.-
-Marshall P.-
Tuesday, September 13, 2011
Bosses....FINALLY
Ok as promised I got all the drawings and text completed for a version 1 of the bosses. To be 100% honest with you I did not exactly know what to put under modelling requirements so feel free to alter this as much as you want. This is a lot of information so sorry in advance for the long post.
Bratus: The
tree giant
This boss
is encountered in the forest level of game play. He is a giant land dragon that
features long pieces of petrified wooden branches growing out of his back. Due
to this most would over look him as a part of the forest, until he moves. As
for his combat abilities he has large powerful jaws, massive front and hind
legs, and finally a knotted spiked tail made out of wood. He is the embodiment
of Olive's fear of gluttony and sloth.
Attacks:
Cavernous Roar- this attack is more of a buffer, where Bratus
lets out a loud roar that would cause fear inside any creature, making them
less likely to attack and even possibly run away. This roar will effect
creatures in a three block radius in front of him.
Petrified Ram- this is one of Bratus's default attacks. He
lowers his head and uses the protrusions of harden wooden branches to inflict damage
on a single creature directly in front of him.
Earthquake Stampede-This attack is a movement based attack that
deals massive damage to surrounding creatures in a two block radius. Bratus
rushes forward using his massive legs to cause creatures to bounce in the air
and slam into the ground.
Impaling Tail Whip- a secondary default attack. This attack is
where Bratus uses his jagged tail to club creatures that stand two blocks in
front and deep of him. This attack though wide in range is one of his weakest
in terms of damage.
Modelling
Requirements:
Poly Count: 2000 tris
Types of Textures: bump map, alpha map, texture map, specular map
for hooves and wood.
Lustrum: The
swamp serpent
This boss
is encountered in the swamp level of game play. He is a massive serpent that
has long been the dominate creature in the swamp. He features a long leg-less
body with worn and ripped fins. In addition to this he has a overly powerful
jaw that contains razor sharp teeth. He easily blends into the murky waters of
the swamp due to his camouflaged patterns along his back. He is the embodiment
of Olive's fear of greed and envy.
Attacks:
Death Roll- this attack is Lustrum's special attack that
deals massive damage to a single creature. In this attack he grabs hold of a
creature and coils around it. This is followed by a spinning motion that constricts
the trapped creature, pushing out the air it has.
Scum Spit- this attack is a buffer attack in which swamp
scum is shot out of his mouth and into the eyes of up to three surrounding
creatures. The scum temporarily blinds them, causing them to swing wildly with
their attacks.
Hydro Blast- this attack is a default attack that Lustrum
uses often. Similar to the scum spit attack, this attack shoots out swamp water
at a single line of creatures three deep and causes them minor damage as well
as being pushed back a one or two blocks.
Scaled Whip-.a secondary attack that is used often. This
attack is when Lustrum uses his massive tail to slam down on two creatures
directly in front of him. The damage provided by this attack is of a higher
average.
Modelling
Requirements:
Poly Count: 2000 tris
Types of Textures: bump map, alpha map, texture map, specular map.
Ignis: The
bird of fire
This boss
is found inside the fire level during game play. This is a giant majestic bird
that is set ablaze in a sea of fire. Known to be short tempered this bird is
quick and nimble on her feet and is capable of out maneuvering almost any
opponent. In term of combat abilities, She features long sharp talons on both
her feet and wings. She also has a razor
sharp beak and of course, wings made of fire. She is the embodiment of Olive's
fear of lust and pride.
Attacks:
Fire Maze- Ignis's special attack. This attack causes
Ignis to jet around her opponents and cause a trail of fire behind her. This
fire deals massive damage if a creature walks into the flame or is trampled by
her. The flame trail that is left behind lingers for a few seconds before dissipating.
Fury Swipe- A standard attack that is used often by
Ignis. This attack is a flurry of talon swipes that deal an medium amount of
damage to two creatures directly in front of her. This attack is generally weak
overall but is fast and comes in waves.
Melt- a buffer attack where Ignis jumps into the
air and causes the heat of her wings to melt the ground around her. This causes
creatures in the local area to be trapped in the hot terrain for a few seconds
or until they are attacked.
Phoenix Breath-a secondary standard attack. This attack is
where Ignis breaths large fireballs and a row of opponents directly in front of
her. The fireballs deal low damage however are rapid enough that it is hard to
dodge.
Modelling
Requirements:
Poly Count: 2000 tris
Types of Textures: bump map, alpha map, texture map..
Newest version of the style guide.
Heres the newest iteration of the style guide.
http://dl.dropbox.com/u/16345881/StyleGuide.zip
I hope to have the asset list done by satuday.
-Marshall P.-
http://dl.dropbox.com/u/16345881/StyleGuide.zip
I hope to have the asset list done by satuday.
-Marshall P.-
some sales sheet image options.
Two minibosses, painted!
My hand is thoroughly cramped now. BE GRATEFUL.
Also, they may need a bit more polish, but I thought I'd post them so we could have something to put in the prototype if needed.
Also, they may need a bit more polish, but I thought I'd post them so we could have something to put in the prototype if needed.
Monday, September 12, 2011
The other two creatures I hadn't posted yet
The chicken is more saturated with better color contrast (but I ditched the blue because it wasn't working too well) and the plant creature has his extra toes, a bit of fur, and different tail colors. I basically combined elements of what I was told were the best color options. I wasn't sure on the exact color arrangement for the tail, so if it's not working I can still adjust it. As is, it's got a bit of a peacock thing going on and I like that.
Sunday, September 11, 2011
Build Bork!
Hey guys, just a note to mention how broken the game is right now. I've opened up the guts of the level and until I sow it together I won't be able to post a build. If all goes well, we'll be able to start building levels without entering play mode, which allows for easier level editing. I'm going to try to have it working sometime tonight, but there's a couple unknowns that might take longer than I'm hoping.
Otter.
I went with the spots like Kyle was doing for the boss version, and it turned out good on the body but I may need to dial it down some on the fins. I can try some color variations on this guy, but I think he's good with the salmon look. What do you guys think? Clicking on the image will make it HUUUGEE
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