Hey gkaour! Thank you so much for the kind words! We are really busting our butts on this one, and we realize that version 1 may not be perfect, but we are in this for the long haul.
Looks interesting so far. I had briefly considered UDK for my project as well, though ultimately had to roll a custom engine due to unique requirements. That said, UDK seems to be a very solid choice for most cases and this game certainly has promise. Keep up the good work.
Hey voxelate! Thanks for checking us out! Ya we were weighing our choices, Unity or UDK, ultimately UDK offered more power for our needs. A custom engine would have been nice, unfortunately we aren't quite at that level, as we are both artists first.
Hey guys! We have a new blog post up for you guys! This is the second part of Why we chose UDK. Raveen has done a great job of detailing some of the more technical aspects, like UDK's Kismet. Enjoy! http://mooviewgames.blogspot.com/2011/05/why-udk-part-2.html
Howdy Good Folk! We just wanted to share a few production photos with you guys. You can see where the magic happens and who we are! I, Michael Jarvis, am the white dude, and Raveen Rajadorai is the brown gentleman. By the way, disregard the two bottles of hand cream... DISREGARD THEM! lol
Hey guys. Been working hard on the level design, and so tonight we bring you a new play test video. This is mostly judging scale and placement of placeholder assets, and to test how well it runs so far on the device. I have tested my 3GS a bit and have found that it can easily handle over 20,000 triangles. That is, all without animation, textures, etc. Still though, quite impressive. Raveen has been working on some animation for Hugo which I think you folks will really dig, stay tuned for his post!
Here's a little preview of Hugo's animation. Well, one of his cycles anyway. Obviously, it's not done yet. I have to clean up a bunch of the animation curves, clean some arcs, not to mention animate his ponytail. This would have been done tonight, though, due to a power outage I was taken out of the "zone" so I figure I'll finish tomorrow.
Hey Arta, Thanks so much. They should be cleaner and stuff, I'm still not satisfied with the quality, it could be a lot better. That's today's agenda, to try and clean up the animation and work on new cycles.
Here are a couple more animations today. The run cycle for today, though I'd really like to spend some time tweaking it. Maybe I'll do that tomorrow. More animations tomorrow, hopefully with better quality!
Hey guys! Lots of updates for you folks tonight. I have another play test demonstrating a few geometry additions to the level as well as better controls and textures for Hugo! Wooo! New blog post will be going up tomorrow, Part 2 of 'The Start of Something Special', so look out for that. We also have something awesome planned for Friday, not telling what, but we really hope you guys dig it. I also want to mention that I have modified the first post in this thread to be a little be clearer and more informative regarding who we are and what the game is all about. Check it out! And the video!
Hello everyone! Well, we just got back home after watching Kung Fu Panda 2. Wow! That was a brilliant movie! Has anyone else seen it? Here are a couple more animations for the day. The gun and the bottle will be added in the engine, so don't mind the floating bottle in his hand!
Just a quick post to let you guys know that Part 2 of 'The Start of Something Special' has been posted on the blog. Grab a drink guys and gals, it's a long one. http://mooviewgames.blogspot.com/2011/05/start-of-something-special-part-2.html
Hey again! No video tonight of the new play test, but I do have pictures of the level hot off the press! Take a gander. You will notice a lot of new additions to this version. Specifically I am now starting to add the small props like mops, buckets and broken planks. The current triangle count for the level is just over 10,000, though I can probably get it under 9000 once the level design has been finalized. The real fun will be UV mapping everything and then subsequently texturing it all... By the way guys and gals. Please don't hesitate to give us any and all feedback, good and bad! Let us know if there are things you like or dislike. Critique us if need be. This is how we get better. We would really love to hear from you folk.