Blog Archives

May/June Update on Sky Hawks

I wanted to enter the game into Intel’s Game Demo contest. In may, I spent some time cleaning up the Sky Hawks project. This was a good exercise in creating something that was in a state that could ship. While

Posted in Blog, Dev Blog, News

SkyHawks Update 3-5-2013

I’m trying something new. As a way to track my progress,  I am going to start tracking my progress via weekly posts on this blog. I’ve been working on  SkyHawks for a few years now. the game is progressing well.

Posted in Art Things, Blog, Dev Blog, News

Chuckles Battle Flow

This is the battle flow as I saw it when I was doing the animations. Some the of the projectile effects may not be possible for us at this point and that’s okay. We can hopefully simplify the nature of

Posted in Dev Blog

Untitled

Here’s Blinky texture painted. The color map is a tga that I’ve placed in the same folder as the Blinky .fbx. Hope you guys like it. I kept consistent with the same technique I applied to Chuckles. Great job on

Posted in Dev Blog

Project update and Todo List

There’s a big weekend coming up. Here’s a look at our outstanding tasks: Programming: Animation: Pajama Max replaces stand in player in prefab Animation: Lumpy animations set up in code Animation: Blinky Animation set up in code Animation: Chuckles Animations

Posted in Dev Blog

Chuckles Animation

The animated Chuckles is in the dropbox now under the Max Raw Art/Characters/Characters/Enemies file. Make sure to grab the fbx and Chuckles_C.tga. Everything looks fine in Unity on my end. As always the timeline is in a separate text file.

Posted in Dev Blog

Animacion! (Animation)

Both Maxes (costumed and normal) are now in the Dropbox “Max Raw Art” folder. I’m gonna take a crack at replacing the ball character with the final Max. Exciting stuff! Happy to see this coming together.

Posted in Dev Blog

Need Confirmation

Apparently my notes are different depending on who they’re recorded from, so I need to make sure of something: Is Chuckles a mobile boss, or a giant stationary boss? My personal opinion is that he should be stationary like a

Posted in Dev Blog

The FINAL CountDown!

Level Design: Claire: Add Fans to level Add Textured Bed model to level Animation   Zev: Finish Animating Costume Max – Completed   Zev: Finish Animating Chuckles GUI Art:   Ash: Finish End game story panel    - Completed Ash:

Posted in Dev Blog

Story Panel

Posted in Dev Blog