
In a deep forest during sunset, a princess was attacking a little boar. The attack produced a glowing line and the boar looked painful.
-----------------Here is a seperating line of boring technical stuff ---------------
- It was a 3D world with 2D graphics
- All the scene objects were from a billboard system, which only required one draw call
- Each character(princess and boar) only used one 256 x 256 textures and one ~900KB animation file
- The animations are blend by key frames and they looked pretty smooth
- The glowing line was a deformable particle that able to translate, scale, rotate, blend color, fade out, ...etc. during run time
For the production pipeline, what we have done so far:
- A Flash animation exporter that exports not only animations but also body and attack collider data
- A Flash image exporter that exports PNG images at any scale (Beneficialed by vector graphics)
- An animation processor that combine animations to animation group and packed image
- An animation viewer with simple GUI using wxWidgets that uses game API to display exported animation data
- A XML scheme that defines scene data
- A XML scheme that defines particle system data
- A XML scheme that defines game world data
- A XML scheme that defines GUI data with key frame blending effects
- A XML scheme that defines character states and attributes (FSM)
From what the title stated, it's just the starting point of a long long journey. I hope we will work smooth in the coming month :)
What a nice shot~
ReplyDeleteLooking forwards to seeing the final output!
Does the game develop for iPhone/iPod?
ReplyDeleteThe art quality looks pretty decent. Looking forward to hear more news.
Good luck!
Hi Patrick,
ReplyDeleteThanks! I look forward to your new model/rendering too!
Hi HalfWay(XD),
This game should be targetting iPhone, iPad and Windows Phone 7.
The graphics looks more decent when they are animating :)
Thanks, good luck to you too!