Sunday, April 27, 2014
Cell Hand Puzzle Test
Puzzle in the upcoming demo area. You come across an iron door that's held on by three disembodied arms. They twitch in sequence when the syringes are hit. It's a timing plus combination puzzle.
Three difficulty settings are shown.
This is all temp art, I just chopped off Joe's arm and modeled up something quick. I added the meters later when I realized we needed more indication that a pattern event is happening. Plus it helps time the pushes.
https://www.youtube.com/watch?v=ipj6ABCdgt8&feature=youtu.be
Friday, April 25, 2014
Cells Pulse
This shows off the pulsing wall effect. Using a simple sine function for this.
Gonna be handing the level off to Keith to start a lighting pass.
Thursday, April 24, 2014
Tree art
So there's a section of a hallway that pulses with a heart beat, vid of that soon. Needed a bridge between the moving part and the static wall, so to cover the seam I decided a surreal looking bent tree could make a nice arch there.
Spent a few hours on it, then decided it looked like crap, I mean a literal turd. Maybe it was mud box's default specular material (need to learn how to change that) but what I was seeing required a flush. So I restarted from a box rather than a cylinder. New tree is looking much better.
Spent a few hours on it, then decided it looked like crap, I mean a literal turd. Maybe it was mud box's default specular material (need to learn how to change that) but what I was seeing required a flush. So I restarted from a box rather than a cylinder. New tree is looking much better.
Tuesday, April 22, 2014
Monday, April 21, 2014
Engine Updates..
So the past few weeks we've been updating to the new Opengl standard, updating to a newer PhysX (3.2) and doing some other engine tweeks. Doesn't make for too many screen shots.
I'm liking the new PhysX system, though the update had some substantial code changes. But I was able to integrate some controllers that never seem to work right and dump a lot of things I was doing by hand.
So the past few weeks we've been updating to the new Opengl standard, updating to a newer PhysX (3.2) and doing some other engine tweeks. Doesn't make for too many screen shots.
I'm liking the new PhysX system, though the update had some substantial code changes. But I was able to integrate some controllers that never seem to work right and dump a lot of things I was doing by hand.
Sunday, April 20, 2014
Here's just a couple of past screen shots.
Shades is a fully 3D adventure game where you play a schizophrenic patient trapped in a strange house. It uses a custom 3D engine.
And here's a nice video walkthough:
https://www.youtube.com/watch?v=MjD6ak_QCzY
And here's a nice video walkthough:
https://www.youtube.com/watch?v=MjD6ak_QCzY
Starting a blog...
Now that facebook has changed policies for business sites, I can't justify spending any advertising on them. I don't want to spend money to build and audience, then spend it again to retain it. Might was well just pay for normal banner ads at this point.
So in this blog there will be an in depth update of the project know as Shades of Sanity.
Now that facebook has changed policies for business sites, I can't justify spending any advertising on them. I don't want to spend money to build and audience, then spend it again to retain it. Might was well just pay for normal banner ads at this point.
So in this blog there will be an in depth update of the project know as Shades of Sanity.
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