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Sumea Challenge #5 -3D- David Coen

  • Had a break from learning c# by making a new player model, britanny of gold digger.
    Model, basic texture, animation in 3 days (less actually, time also spent rewriting bone spring code (to get tail to work well), like 2 days plus one recovery…

  • combat prototype is done (cough, after a work/ life related pause of 7 months)

    turn based hex combat, 3 stats (rock paper sizzors/ body mind soul) though still needs tweaking, but need to make some contents tools first. have movement,…

  • slowly implementing a hex based combat mode, have player movement (calculation of what movement cost to get to each square, interface for move, interface for changing facing) and player/ opponent take turns

    also lost some time to changing…

  • Nothing that exciting, still a bit to go before seeing game character fight, but the framework for the turnbased combat, and triggering it by walking around in the world, and then generate a hex grid over the current location is slowly…

  • Used up a weeks worth of holiday time from work, but still did not even get started on the combat prototype.
    Took a day to tidy up the prototype code to be more generalise, then another day to refactor the code to run under a state machine…

  • well, there is more i would like to do on the player movement prototype but need to move onto the next prototype, combat.

    did get physics update seperate from the rendering, the animation states being driven by an xml defined state machine…

  • still working on the character movement prototype, adding a few animations and tweaking physics, currently adding push object state, have the jump animations with jump scalled by time the jump button is down, land animation scalled by time in air…

  • have changed to using ogre game engine, and this is after a few weekends of mucking around and making content, with smatterings of code

    some history. got my own 'from scratch' game engine up to runing but was going to be a pain to support…

  • One day to make the model
    (lightwave, drew a front and side profile of a Fred Perry character, 'Gina', from his comic 'Gold Digger', it is rather sexist, but also a lot of fun. converted the tga into a point cloud to have in the modelling…

  • an interesting little exercise that i did back in november, was to make a pac man clone.

    it was good to actually 'finish' something, but a pain in the kahoonas to make something on the pc not using directX (as i already knew how to use…

Submitted by davidcoen on

[img]http://www.dsc223.com/external/scon5_01.jpg[/img]

[img]http://www.dsc223.com/external/scon5_00.jpg[/img]

just thinking about design, running along the lines of time vampire, the friends of satan, or nofriendo, the happy home entertainmaent center with timmy, the large boned but happy with the way he looks individual. though the 'happy little saviour' concept is not shown yet

Submitted by bullet21 on Thu, 05/02/04 - 7:29 AMPermalink

I definately like the first one (very pokemon like), it is a pretty good idea and all the evolution stages seem to be linked, but i have no idea wut the second one is (no offence [:)]) is it a flower of some sort.

Posted by davidcoen on

[img]http://www.dsc223.com/external/scon5_01.jpg[/img]

[img]http://www.dsc223.com/external/scon5_00.jpg[/img]

just thinking about design, running along the lines of time vampire, the friends of satan, or nofriendo, the happy home entertainmaent center with timmy, the large boned but happy with the way he looks individual. though the 'happy little saviour' concept is not shown yet


Submitted by bullet21 on Thu, 05/02/04 - 7:29 AMPermalink

I definately like the first one (very pokemon like), it is a pretty good idea and all the evolution stages seem to be linked, but i have no idea wut the second one is (no offence [:)]) is it a flower of some sort.