Some more WIP development of ‘The Eye’ …
… with floaty turning anims and eye beam.
Some more WIP development of ‘The Eye’ …
… with floaty turning anims and eye beam.
More WIP development of ‘The Eye’ …
… now more of a floating jelly squid thing.
WIP development of ‘The Eye’ …
This fella is going to have a torch beam thang attached to his eye, which is why the head is pretty static. Too much bobbing and it looks pants.
WIP development of ‘The Eye’, AKA Squid-Face …
And we’re back with the postcards. WIP, new monster ideas…
Made in SculptGL. Free mini-Mudbox style 3d sculpting in your browser!
Here’s a bit of annotated progress made in the last week on the deployment editor. The droids have their eyes and paint back, too, which is nice.
Battledroid continues apace. The Deployment screen is the main focus of my current activities, though I did spend last night putting in a fancy new splash screen at game startup because we’ve been using the same old one for about twelve years.
The Deployment screen now looks like this…
If you’ll forgive our cheesy UK tabloid press headline parody, this post will explain what we’ve spent our crowdfunded money on so far!
So back in August 2014, we set up a crowdfunding page on Patreon, with the fairly modest goal of achieving an income of $5000 per month. At the time Chaz and Alli were about 3 months into development of Basingstoke, which was supposed to be a “little” game that took 3-6 months to complete (2.5 years later and it’s still nowhere near finished!). I was about one year of full-time development into an entirely different game, the mythical Battledroid.
The idea was that the Patreon funding would enable me to continue to work full-time producing Battledroid, which would see it reach a publicly viewable state within about a year, having already spent about a year on development. Puppygames itself was making just enough money to fund Chaz and Alli on Basingstoke, albeit at sub-minimum-wage levels.
Easy, I thought – just look at how much cash people are throwing at hopeless Kickstarters.
The joys of Maxscript.
Here’s a quick bit of code for grabbing the animation timings from a model that has been imported to Unity, and sticking them in an array. I’m using it to automatically fill in the multilistbox on the right, which lets me crop the timeline to the selected animations.
unityAnimList = #()
s = openFile (pathName+characterName+".fbx.meta")
skipToString s "clipAnimations:"
while ((skipToString s "name: ")!=undefined) do (
animName = readline s
skipToString s "firstFrame: "
firstFrame = readline s as integer
skipToString s "lastFrame: "
lastFrame = readline s as integer
anim = #(animName,firstFrame,lastFrame)
append unityAnimList anim
)
close s
Normal postcard service will resume at some point in the future, probably.
Normal postcard delivery service will resume next week. Probably.
In the meantime, here’s a really old one from the uploads folder.
Not a selfie, but a (homemade) selfie stick, plus camera, obvs.
More selfies…
… that’s probably enough for now.
Whoops.
One of a series of many, probably.
Sorted. Time for a hastily put together montage!
Work In Progress. Almost there.
Work in Progress, number 3.
Slightly less Work in Progress.
Now with Neoclassical pillars!