Tagged: speldesign

Burning Steel – Four weeks in and a whole lot more to come

The Big Game Project has past its fourth week and Burning Steel is far from done. What we have so far is something that is sort of playable; two player splitscreen racing with a win state and a somewhat working respawn system. What the current version is lacking is the gravity system fully implemented and all of the feedback.

In the coming week our dear programmer will focus on the gravity system and the energy system. Our lovely 3D artists will focus on making new designs for the vehicles as well as re-designing the level to give the players more player-to-player contact. I will start designing the user interface and figuring alternative controller layouts out.

To keep yourself more up-to-date with the project follow us on Twitter via @Burning_Steel and @SwedishCheese. We also have a Twitch channel where we’ll stream from time to time.

Run, Mr Kimble. Run!

As I felt that making character sprites wasn’t really my thing I passed that task on to Viktor and proceeded making projectile sprites. There are four different main projectiles; the sponge which is the standard projectile for the main character, the mud ball which some of the children throws towards the player. Then there is the water balloon which can thrown using the Nubb Tubb and the water stream which is launched using the water thrower. I drew a few suggestions for the water stream and the mud ball since we are not sure how we want those sprites to look.
Projectiles

My major task for this week was animation. Now, animation is something I have only scratched the surface of before and never really gone in to properly. I gave animating the male main character’s legs a shot and sat for about 2 hours trying to figure this thing out. The result ended up being pretty good, not super smooth but good none the less. Now, the legs are not completely done yet, I will let Viktor put some shadows and lighting on them so that they goes together with the torso better.

This running animation is six frames long using two different leg models. For the left side the models have been flipped and I added some lines to show his right thigh/butt cheek in order to avoid the leg just completely disappearing as it moves forward.

Sprite2male2
I will continue making running animations for all the characters’ in the game as Viktor provides me with more sprites. I am currently trying to make a good looking animation for the Trike Kid’s pedal cycle, I do not have anything to show at this moment but I will work my ass off tomorrow and try to get a smaller blog post out to show more animations.
As for the Alpha presentation tomorrow I am feeling quite confident about everything. Robin will take the responsibility of presenting the Alpha to everyone. The game has taking shape this week, we have implemented several new features this week like the Dirt-meter which works as a health-bar, the Overheat-meter which sort of works like an ammo-bar but instead of using a set number of “bullets” it builds up heat and when it reaches max the gun will jam and you will not be able to shoot again until the meter has gone down to zero again. We have also implemented a background for the game, so, now you will walk around in a playground instead of a blue void.

That’s all! Signing off!