Project Chime
Thursday, May 30, 2013
Progress
Despite the unbelievable amount of work that still needs to be done, the game is starting to feel like the product we want it to be! The art will never be as pretty as level 1, but its not horrible to look at either. Monica has been doing a killer job on level 1 as well. I was planning on setting up the puzzles myself, but she went ahead and set them all up herself over the weekend! Super cool.
Textures...
Got new textures in. They look like chocolate covered peanuts, so we are going to have to redo them. Grass is ok, but is still a really bright lime green. Lazarus is starting to work on the Skybox!
Puzzles are coming together!
Slingshots just require playtesting now, but the dragging puzzles still need a lot of work. Really easy to break.
Tuesday, May 28, 2013
TREES. They move.
I created a wind shader for my modular trees, based on this excellent tutorial:
http://minifloppy.it/tutorials/udk-wind-vertex-shader/
Finalized UI
We now have an updated bell UI. There was a bug has been fixed where more than one type of bell could not be updating at the same time, but that has been fixed. The tether bar is finalized. We also have new pop-ups to help the player through their gaming experience.
New kismet nodes are responsible for fixing the bug. A new Stop UI update node prevents bells from updating when they are no longer activated.
The pause menu has been implemented into level two. We also have new menu options for viewing the controls, and setting the game resolution.
New kismet nodes are responsible for fixing the bug. A new Stop UI update node prevents bells from updating when they are no longer activated.
The pause menu has been implemented into level two. We also have new menu options for viewing the controls, and setting the game resolution.
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