First enemy: Doll.

I haven’t posted in a while since I’ve been working on physics code. Progress on things that I can actually post screenshots of has been slow. Before next month I’m going to buy a video card that is fast enough to render the game smoothly, so that I can start posting some videos. I suspect that screenshots of physics in action won’t really do the job.

I finished the model of the first enemy just now, which I’ll start using for testing pathfinding within the next couple of days.

High poly render. This is the model used when the doll is close to the camera.

Low poly render. This is the model used when the doll is far from the camera.

To manage level of detail, I’m just going to alpha fade between one model and the other — one of the benefits of having a forward rendering model.

The low poly model has about 20% as many vertices as the high poly model.

I still need to UV map and animate this model. Speaking of animation — I have never done any form of bone animation before, so we’ll see how that goes.

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4 Responses to First enemy: Doll.

  1. ^_^ says:

    Do you think your game will be finished before DBP2011?
    It looks like you have still a lot of work to do.
    Don’get me wrong, you are doing great, but the deadline is now approx 57 days away. And you are now working hard on the engine, but, how is the gameplay coming along? and also,moving,collision, AI,particles, input actions, GUI, sounds, music, playtesting

    And again don’t get me wrong because this year will be my 2nd attempt to finish a game on time ^_^

  2. olhovsky says:

    Thanks for asking that question. The short answer is: I don’t know.
    I have music, sounds, particles, GUI and input all more than half done. I haven’t posted about these because I want to do it via a video capture, which I can’t do with my current (slow) PC yet.
    Collision testing is implemented, but collision response is not.
    AI: Pathfinding is 80% done, the rest of the AI still needs to be done.

    One big thing that you forgot to mention was animation, which has me a little concerned because I have no idea how long it will take to create animations, and to write the code that implements them in the game.

    So you’re right, there’s a ton left to do, and I can’t say for sure whether I’m going to make it on time yet. If I make it, it will be close.

  3. Pingback: “Game3″ post-mortem. (Or how I learned to stop worrying and love development outside of the DBP competition.) | Olhovsky

  4. Privatkredit says:

    btokfonyb ttqopvyc

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