Monday, September 1, 2014

Boss Placeholders, Cutscenes, and World Progression System


This video is a demonstration of a game system I've been developing. I aimed to make it a scalable game infrastructure that could support boss battles, cut scenes, and progression checkers.

So far, I am planning to have four "zones" with four boss battles. Once my code is robust and feature-locked, I will jump back onto the art-side of things and build some assets.

Can't wait to add in some actual content!

Monday, July 28, 2014

New Development Rig

Over the weekend I started building a computer. I wanted something that would cut down on app launch and code compiling times, as well as have a robust GPU.

All of the components, including the monitor and keyboard.

Monday, July 21, 2014

Player Character Update

I started modeling and texturing the main character. Still a work in progress. Animations (and skinning) are very temporary. I am testing the character in-game mainly to see how the shaders look.

Check out the progress in the video posted below: 






Thursday, June 26, 2014

Designing the Bandits

These are the villains that are trying to hunt you down. They travel in groups of 2 to 3 and you can occasionally find them camping, allowing you to ambush them first.

Like the player, they are skilled horse archers, but they are programmed to miss their first couple shots to give the player a chance to take them down quickly.
I want to fix a couple bugs with their AI before I rig them and animate them.










Thursday, May 8, 2014

Bandit Ambush Test


Testing out some combat mechanics where the player encounters bandits. As with the last video, the art assets are super temporary, including a hilarious placeholder run cycle made entirely in FK.


I think I will implement a hidden variable mechanic called "karma" where the more cruel things you do (like shoot the horse instead of the rider) the more difficult the game will get.

Sunday, March 30, 2014

Altaica Sneak Peek

For about two months I've been working on a personal side project: It is an adventure-survival iPad game inspired by the Silk Road in Central Asia, but with a lot of fantasy/mythological themes thrown into the mix. 

Here's a video demo of my progress:


As you can see, the art and animation is extremely temporary while I work on the programming and designing the game. In the mean time, here is some early concept art for the main character, including grassland, desert, and tundra clothing.