Posts Tagged ‘maya’

I’m in

Posted by
Saturday, April 22nd, 2017 4:23 am

It my first Ludum Dare experience

wish me luck!

Running solo for the 48 hours creating all the art, audio and code myself.

I am a full time 3D Graphic Artist for a games studio in Australia but recently in the last two months I have picked up teaching myself C# and Java for Unity.

The lead up for the game Jam has given me a goal to learn code fast in my spare hours , just in time for Ludum Dare 38

Art Software available:

Maya

3Ds Max

Zbrush

Substance Painter

Substance Designer

Photoshop CC

Procreate (Ipad Pro)

Game Engine: Unity 5

Language: C#

Editor: Visual Studio 2015

Music: GarageBand

 

Been streaming work almost non-stop. Check us out over @ multitwitch.tv/holofire/123gas321 when we’re live!

Until then, here’s a time-lapse of the day.

Time for me to sleep. Peace.

Current progress, two days after

Posted by (twitter: @juaxix)
Friday, October 12th, 2012 3:04 pm


I was travelling throught Spain, meanwhile in the bus I have drawed the things I wanted to do after.
These are the results:

* A new logo of XIXGAMES for the game intro:

* New doors game system, until you kill the mobs around you cant pass to the next room (today I replayed “No More Heroes” for PS3 and this people use the same , ah, guys from Darksiders do this trick also ūüėČ )

* A new intro, first show the XIXGAMES logo, then run three animations in 3D with a particle system and another in 2D for the play buttons.

* Magic and physicial Combat systems are more efficient now, there is a new spell also (icebolt). Player can die now XD and return to the menu very fast. There are new sound fx also, when you get hitted and new sounds for the spells also, there is a random sound for repeated tasks. Damage is calculated this way:

-- Compute damage with armor and so on
    local nResist = 1.0 - this.Resistance ( )/100.0
    local damage  = magicalPower * nResist
    this.health ( this.health ( ) - damage )

 

* Added a chest system based on proximity sensors, it works like the Dungeon Hunter (iOS), when you are near a chest, the physical attack button change to a button with a opened chest, I’m working on this now

* Scene loading mechanics, thanks to Davit Masia, who made me the Loading Screen and help me choose the right font for the title

* Camera movement with touch support: this part was a little bit hard to accomplish because of the current Camera Script had already touch controls and rotations in x,y,z

Things to be added:

  • more mobs
  • two scenes with 2 simple gameplays
  • level up mechanics
  • final bosses!
All these stuff must be done in 8-9 days in total to be able to submit the game to the markets! , btw, I’m getting ready
Things that should be but not
* I’m not gonna add big scenarios, other classes or big challenge with a lot of story, no time
* I really would like to export to consoles but I need to learn the SDK’s of PSP,PS3,NDS,XNA and Wii ware
* Complex mobs have been removed due to poly count, they can not be handled by less powerfull devices such as BB’s, iPhone’s, Android’s and so on

 

This is a video from Pc (Windows 7) this time:

 

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