Saturday, December 5, 2015

Dev Blog 21

More integration of past work to Unity


Things included :

-Big Golem AI
-"Force" Power
-Weapon Swapping


Saturday, November 28, 2015

Dev Blog 20

Integration of past works to Unity

Things included :
- Big Imp AI
- Demon AI
- Small Golem AI




Thursday, November 12, 2015

Dev Blog 18

Animations

New 2-Handed Animations


-2-handed Switch (from 1-handed)

-2-handed Idle

-2-handed Walk

-2-handed Attack


Second Relic Spell





Monday, November 2, 2015

Dev Blog 17

Animations


New updated animations for the player


Idle


Walk


Attack


Casting (Fireball)


Casting (Shield)


Sunday, October 25, 2015

Dev Blog 16

Models

Re-Topologised some models for optimisation

 -Angel


 -Imp


New models for the game


 - Big Imps


 -Demon




Monday, August 10, 2015

Dev Blog 15

Concept Art


- Finished Masked Man Design



- Implemented new sword into game (notice the new hilt and better textures)


Monday, August 3, 2015

Dev Blog 14

Concept Art

Did some concept art for the new sword designs and some mask designs for the Masked Man







Monday, July 27, 2015

Dev Blog 13

U.I 


- Added blood splatter around the screen to indicate getting hit


- Added new crosshair for aiming the spell


Technical

- Integrated the Angel animations with the AI


- Added dodging



Monday, July 20, 2015

Dev Blog 12

Animations

Angels

Idle


Attack 


Moving



Lever


Death Animation



Audio

- Added audio into the game


Technical

- Integrated new U.I into the game like the Hand U.I and the Spirit Bar
- Making spell casting/shield casting syncing with the animations.
(Refer Video Above)

- Coded in the start screen and loading screen.





Monday, July 13, 2015

Dev Blog 11


  • Added armor to the Angels


  • Integration of the Imp with the previously build AI (still needs fixing)

Monday, July 6, 2015

Dev Blog 10


  • Did the model and rigging for the Angels (without armor).


  • Added animations to Unity
    • Hand Animations (incl. new idle and moving animations)



    • Imps transitioning from idle to moving
    • Imp idle to ragdoll on death.



Wednesday, July 1, 2015

Dev Blog 9

  • Done the model for the "Light" Imps


  • Did some animations for the hands (Slashing and Spell Casting)

Dev Blog 8

  • Refined the Imp moving animation

  • Did an Idle animation for Imp
  • Did the hand model and rig

Wednesday, June 24, 2015

Wednesday, June 17, 2015

Dev Blog 6


  • Finish Rig for Imp.

  • Did a statue model acting as save points for the game.


  • Refined the Imp texture.




Wednesday, June 10, 2015

Dev Blog 5

Coding is mostly done. Change role to organic models modeler and animator.

Finished the model for the "Neutral" Imps.



Thursday, June 4, 2015

Dev Blog 4

Small update this week

Added new mechanic, "Relic System". Players have to pick up shards of the relic in the dungeons to upgrade their "spell". It requires 3 shards to complete a relic. A relic is a key component to complete the game. Each dungeon contains a relic. If the player were to die in the dungeon before he or she completes the relic, they lose all the shards he or she had on them and have to collect it again.

Wednesday, May 27, 2015

Dev Blog 3

Player



  1. Sound added to sword swings, spell casts, damage to enemy and door opening sounds
  2. U.I have visuals on them now.
     

Monday, May 18, 2015

Dev Blog 2

Player

  • Player has a temporary UI (Health, Charges/Spell Casts, Spirit/Energy).
  • Player is able to take damage from enemies.
  • Upon using main weapon, it drains "Spirit".


Variation of the spell casts.
  • Neutral Light: Single Bolt
  • Dark: 3 Bolts
  • Bright: Charged shot(unable to show properly as charging animation is not added in yet)


Player is able to interact with enemies (eg. able to "kill" them).



AI

New enemy types added.
  • Dark: Axe wielding monsters (Red guys)
  • Light: Laser shooting monsters (Yellow guys)



  • Patrolling AI were added too.


Monday, May 11, 2015

Week 4 things to do...

Player

  • Basic UI. (Health, Stamina, Spell charges)
  • Able to deal damage to enemy.
  • Able to take hits from enemy.
  • Player able to change skills/spells according to light levels.
    • Eg. Brightest light level able to charge bolts and shoot.
    • Darkest level able to shoot multiple bolts. (max. 3)
    • Neutral shoot only one bolt.

AI

  • All AI variation should be done.
    • Big Neutral Imps.
    • Darkest Beasts.
    • Brightest Light Angels.

MISC

  • Implement "Oculus" support.

Sunday, May 10, 2015

Dev Blog 1

Basic player controls. 


  • Basic movements
  • Player is able to fire spell
  • Melee attack




Standard AI Movements. 


  • Enemy AI is able to follow player when player is nearby. 
  • Is able to attack player when in range
  • After attacking player, AI is able to dodge after attacks
  • Is able to lose aggression when player is out of range
  • When lose aggression, enemy AI returns to original spot

Smarter AI navigation

Able to walk around walls to find player (See video below. Dumb AI: Yellow Box. Smart AI:Yellow Box with hands).




Week 3 things to do

Player
-Basic Controls (Shoot/Cast spell and Melee Attack)

Enemy AI
-Navigation
-Able to attack player