Saturday, August 16, 2008

Busy Busy Busy

I've been working non stop on the masters game: It's due in less than a month, and that's very little time.

Anyway, I'm really glad that at the start of the project I spent a good amount of effort working on tools.

For example, the animation system is proving invaluable time and time again.

Just for fun, two screens of the editor with the animation trees we are using.

This enemy's animation tree is a very simple one, it just has a parameter to change the current animation.
But that's the beauty of it, you can complicate it as much as you want, that it won't affect much your final application code.



The player animation tree is a little bit more complex, but not all that much.

All the animations of the player are controlled by 5 parameters.
There is a main parameter to control the current animation, while the other parameters are for miscellaneous stuff to breathe life into the character ( e.g. Two parameters control the head orientation ).



By the way... somewhere between concept art and animation the main character lost its brows... eerie!

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