This week was a big push for mechanics and animation! But first, I'd like to kick it off with Brendan's amazing render for the Fear level - this painting features Luna in the caverns of Fear.
Danielle sculpted Luna's outfit in Zbrush and then it was scaled & UV'd in Maya by Kaitlin. We will be attaching it via the Master Pose Component in Unreal Engine. We did a quick colour test to see if the UV seams were good, and if it was on target with our concept. The shoe UVs need some work and the hair still needs to be retopo'd, but overall it is reaching towards our target nicely.
Our Owl now has the final mesh, this week Vivek worked on a custom rig and custom animations for the flying. We ran into some issues with weight painting, so this week we will be working on smoothing things out.
The spider-like Fear boss was finished this week by Joel, and Rushyaketh started work on the Anger boss.
The Anger boss is inspired to be a statue-like rock golum, that will have smoke via a particle system, coming out of his body. This base will be the state of the boss when it has been conquered by Luna and has "cooled down". The "fists" of the boss will be refined this week into more hand-like shapes.
Brendan also worked hard on prop modelling this week and created many natural items such as branches, Lilly pads, and a selection of mushrooms. He also created a tire as we will be having some car parts throughout the level to subtly remind the player the reason why Luna is in this state (car crash).
Sayed continued to iterate on some modular rocks:
Fábain started this week on storyboarding for our cinematics. He created a 30-second illustrated short to show what our scene will show. Our target for next milestone is to refine this intro and include elements of the car crash to show how Luna arrived in her environment. We will also be developing the storyboard and blockout for the ending cinematic.
This week we created many of the core mechanics that Luna will be using throughout the game. We did our tests in a demo level with the Unreal Engine Manikin. First is the swimming. We used a Physics Volume to detect the player and change the character's state.
Next, we worked on another core mechanic - gliding. The kite the player is using will be replaced by the owl, and Luna will be able to grab on to the owl's legs.
Kaitlin got NPC interaction working via behaviour trees. The player can walk up to a character, and using a line trace / sphere trace, the player will see a prompt to interact if close enough to the NPC. When talking to the NPC, the player will not be able to move the character until the interaction is over.
Last, but not least, Michael worked on getting a transformation mechanic working. This is being achieved via opacity masks, and changes based on distance.
Stay tuned, for next week we will be doing a walkthrough of one of our levels!
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