Day 70 of 100 [Alex_ADEdge]

Only managed 8ish hours of game development during Days 61-70, but had some interesting developments.

 

Heres how things are progressing:

dogeDIG

I took some time to tidy up some of the scripts in dogeDIG, which included merging the animation controller and player controller scripts together for the doge character. But the main thing I worked on was continuing with the Bat creature animation, where I decided it was about time to see the animation in action. I whipped up a quick scene in Blender which iterated through the voxel-animated frames for the Bat one by one at a given frequency – and it turned out a lot better than expected!

This slowed down version below makes it a bit easier to see whats happening, theres no bones for this animation, it simply flips between different objects for each frame, allowing for a pixel-art style animation, but in 3D – hence the term voxel! (a ‘volumetric pixel’)


Ive loosely setup some rules in terms of how the voxels are animated and shaped based on the research I did working on the Style Guide Document previously in the challenge, but I hope to nail down the exact style a lot more in the near future. Theres also some issues with the file size involved in an animation like this, even for such a small object since every frame is a different object. So Ive got some solutions in mind on how to tackle that issue in the near future. But until then, the next step is to get this working in Unity!

Trooper Character Study

Not much to show for the character study.

I roughly sketched up some cloak mockups to get an idea of what kind of cloak I want to work on for the trooper and tidied up a few bits I wasnt happy with. Next up Ive got to revamp the 3D model and start on the zBrush intro section of the tutorial.

 

Till next time!