Archive:
I finished off the room I was working on last week, using the new Foxy Switches and Screw, then cleaned-up the Cube Grid pieces I’d blocked out, and textured them.
I figure I’ll stick with the theme of rotating the rooms for a bit longer, and introduce the fact that walls can disappear.
As you can see, very Mario Galaxy. Only thing that’s missing is a change of gravity…
Remodelled the Cube Grid block out, although this one was a bit of a bastard; it had loads of tris to merge. That said, I do think Cube Grid’s a faster way to block out and get to a working volume. I think I’ll stick with it for a while.
Once the static mesh was cleaned up, I was able to add the disappearing walls, and make a start on the texturing. I’m sticking with the desert/egypt/aztec thing for a bit. Plus, it’s a bit brown, and C64 owners like a bit of brown. Brown and Green. Breen.
The disappearing walls ended up being far too subtle because of the camera angles, so I’m going to have another pop at showing that off…
I think I’ve had a reasonable idea for showing the room rotations again, but I need an NPC to play with. So I sculpted a snake. It’s loosely based on the Pygame logo that I made 20 years ago (which I think they’re still using, or at least, an up-res’d version of it). Not sure that I can get away with having a SNES joypad in its mouth, but I guess that depends how big it is on screen. Anyway, I need to remember to throw this over the fence to the Pygame crew. They might find it useful.
The Pygame snake’s textured, and I’ve done animations for walk, idle, and dizzy. Had an abortive attempt at setting the character up with root motion, but I think I should have set Blender’s Units to 0.01 before I added the skeleton. Whatever I import into UE flies off into the distance whenever it moves. Me so good at this.
I’ve wasted most of the day on this, so I’ll be putting on my hack pants.
Created a new Animation Blueprint
, and set up the Pygame Snake as a character using my Utility AI
system. Ran out of time to get it moving, but it’s searching the Navigation Mesh
…
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