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.

Creds!

Shout out to all associated Chimettes! Credits are done!
 -Casey

Bell Glyphs



New glyphs added to the game and applied to bells in order to differentiate puzzle goals.
-Casey

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 Textures & Vertex Painting on Islands


I painted some brand-spankin' new grass and rock textures for the vertex painting on the Sky Islands.

Final Sky Golems in-game



Thursday, May 16, 2013

More UI

The tether bar UI has now been implemented.


And a couple new Kismet Nodes to get it working.


Wednesday, May 15, 2013

Flying Golem Texturing Progress


Erin's been doing some awesome work on the Flying Golem.
The model and rigging are well on their way to completion!


Tuesday, May 14, 2013

New UI Elements

Got some UI in for showing the bell cooldown as player feedback. The blue drains away as the time runs out. It dynamically adjusts its play rate depending on how long the bell's cooldown time is set too.


I did not want to waste time learning how to deal with Scaleform in Unrealscript so I created a couple Kismet nodes to help me to move variables that I need for updating UI to Kismet.