Fulmination Post Mortem
A preposterous journey into preposterousness
What went wrong?
The only real hurdle for creating the characters and art assets for Fulmination was the animations for the cannibalistic Easter Island heads. The root pose was supposed to be just the characters head sitting on the ground. This was especially important for the premise of the game. The character’s walk cycle worked very well in Show Tools Pro but refused to work in the game engine. I’m not entirely sure why but I would bet the blame rests on the fact that I wanted the character to sink through the ground up to his chin whenever not moving. This animation worked well enough but the character was supposed to rise up out of the ground whenever moving and it just refused to actually play the run animation which I would think would cause the character to rise up out of the ground and run.
A minor glitch in the game, that I wouldn’t really call a problem since we probably could have figured it out eventually, was the fact that torque seemed to ignore the mountpoint on the gun. The engine recognized the mount0 point on the character but then seemed to use the bottom center of the bounding box on the gun model to align to the mount0 point.
What went right?
I was worried that the shape of the rocket propelled chainsaw would lead people to believe that it was something else. Or they wouldn’t know what it was all together. But every single person that saw it, even before it was textured or fully modeled, knew exactly what it was. Sweet.
The art of all the game assets went well with all the other assets. Nothing seemed to stand out from the rest. I wanted a silly cartoony look for the game since that was something I hadn’t attempted before.
The rocket propelled chainsaw and launcher were epic. This was a bonus.
What I learned?
I’m not sure why I didn’t grasp exporting .dts and .dsq files the first time I learned them but now I’m pretty sure I could do it in my sleep. Torque doesn’t always cooperate with you even if you’ve done everything correctly and I’ve learned some workarounds for when Torque decides it doesn’t want to play nice.
I also think I’m nearing a point where I could say I’m a decent texturer. I’ve learned about the joys of using the skylight to create a cheap but very effective shadow map that creates shadows as if the world was evenly light on all sides. I used to try and use omni lights with a LOT of tweaking but that always left weird shadows on the character that would have to be fixed in photoshop.
Also render to texture is my new friend. It’s great for slapping a base color onto a model and rendering a texture. This creates a perfectly seamless base color around the model and giving you a nice head start on creating a texture without the problem of trying to line things up.
And one more thing, pelting sucks, relaxing is awesome.
Thursday, March 19, 2009
Tuesday, March 17, 2009
Saturday, March 14, 2009
Oh, dear God, it's growing bigger!
Well, I've searched my house completely and I'm prety sure the only school book I'm missing is the one that explains how to export a dts and dsq and all the dummies you need. But I think I may have rose up above adversity and figured it out. At least the root pose animation works in Show Tools.
Well bai!
Well bai!
Don't touch that please, your primitive intellect wouldn't understand alloys and compositions and things with... molecular structures.
Time seems to be running out. I'm working hard today and tomorrow to hopefully get this project and a few other done/started..... Anyways, here is the "hero"? all textured and ready to shoot chainsaws. Up next will be his root and running animations. I think I may leave the animations to those two because of time constraints and my own lazyness and spelling inadequacies.

Thursday, March 5, 2009
The president has been kidnapped by ninjas.
Are you a bad enough dude to rescue the president?
He's a mixture between Team Fortress's Heavy (small thin legs, possibly hair)

Behold! The main character!
He's a mixture between Team Fortress's Heavy (small thin legs, possibly hair)
Far Cry's, uh, guy (athletic build and sometimes you see him in a tank top)

And Hoss Delgado from Billy and Mandy (awesome)

I was trying to think of a good "Hero" / adventurer type of guy and came up with this combination. I think it's over the top cartoony yet quasi realistic style matches up with the canibalistic easter island head theme.
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