Hey Super Friends! Just wanted to share a video of Hugo's run cycle all nicely rendered out. Also, regarding the surprise we had for you tonight. Unfortunately we were unable to get it accomplished. We were going to give you sort of an introductory video of ourselves, as the start of a weekly series. The idea was that we would kind of wrap up everything we did during the week and expand on anything interesting. I thought it would have been nice for you guys to interact with us a bit more than just pictures and posts. I will see if we can still get that done this weekend if it is something you guys are actually interested in.
Hello everyone! Here's a little preview of the straffing animation. There are a couple more things to fix. It should be done tomorrow. We had a pretty productive day today. Working on the animations and Michael was setting up the level and he wrote some awesome MEL scripts to automate and streamline the process for us. Props to him!
Hello everyone. Here's an update for today. Most of his locomotion cycles are done, just a couple of actions left and Hugo's animations should be done for now! We have a surprise, well sort of a surprise to show everyone today. Well, Michael will post that video. What does everyone think about what we have so far? Any comments?
Hey Darioslzr, Thank you so much. We're working really hard on this and we really hope everyone will like the game.
Ahoy Mateys! Another update for you guys, a new play test video! Oohhh, and check out what we have to show, working animations within the game! Did we just blow your mind? I have to say that getting to this point has been extremely rewarding for both Raveen and myself, and we are very proud of what we have accomplished so far. I hope you guys are as excited as we are. Lay down some critiques and comments ya scurvy fools! ^_^
Excellent progress Geta-Ve, it looks like your game is starting to shape up. It's always really cool when your game crosses that threshold when it starts to feel and play like a game and not just tech or art work.
Hey voxelate! Thank you! You are definitely right, the moment we saw Hugo moving around with his animations was pretty awesome. Things are coming together just like we imagined!
I've got another blog post up for you pals and gals. It is another long one. Hope you folks enjoy! Feel free to comment! http://mooviewgames.blogspot.com/2011/06/start-of-something-special-part-3.html
Hey gang! I just wanted to let you guys know why I changed the thread title. We feel that this new title is more easily identifiable to the genre of our game. People can make quicker visual decisions about whether they want to peruse our thread or not. We hope you agree. For those just tuning in, the old thread title was, Curse of Kullvaria! Cheers!
Arr..Mateys! Here's an update for the animation today. There are still a few things to fix with the idle animation, such as timing and a few poses when he's drinking the run bottle. oh! Speaking of the rum bottle, don't worry about it flying away like that. It's due to the offset constraints, the rum bottle and the gun will be attached via sockets in the engine.
Hey Hey Pirate Crew! So I pretty much spent all day atlas mapping the props, which was ... fun ... Got some screen shots to show you folk. Check them out! A side note, I may in fact redo these if I find that the map is not working in our favour. But hopefully I won't have to.
Hey everyone! We just wanted to quickly thank you guys for helping us reach 2000 views! We like to think that you folks really dig our game, and we appreciate the enthusiasm! Keep on rockin' groovy folk!
Hey pirate pals! So the surprise I had mentioned last week is finally complete. It is our very first developer diary! We were super nervous making this video and it actually took us over 2 hours before we got our final version complete. We would love to know what you folks think! Cheers!
Do you guys think you can oust Pirate's Treasure? Not that there's room enough for 2 pirate themed dual stick shooters on iOS.
To answer your question directly, yes I do think so. What we are bringing to the table is not only a unique style in visual flare and animation, but also a great story told in a more subtle approach. We want our environments to do the speaking for us. We want players subconscious racing through what they see picking out clues as to the locations history and meaning. We are also bringing fresh perspective on the theme and genre in general. We are trying to keep the community involved every step of the way, giving you all a real behind the scenes look at what we are accomplishing. Apart from the 2 updates noted on the first post of this thread we already have outlines for 3 more that we will be discussing down the road. We are in this for the long haul. I really hope you guys will be impressed with our game and have as much fun playing as we are having making it. Cheers!
Hey everyone! A quick update. Just want to let you know that Raveen has posted a new blog entry for you all about the Rigging and Animation for Curse of Kullvaria. Check it out! Apart from that, who was blown away by the Apple press conference today? They totally hit it out of the park this time.