Tuesday, July 30, 2013

City UI Test #MouseControl

Still in the process of building out the driving part and RPG part of Mouse Control.  What is working now is a random destination(the red mouse head) is created on the intro city map.  This can be tapped to initiate the driving game, and you must drive to that location.  There is also an option to tap the shopping cart, in order to drive to the shop.... Yep thats about it for now.  Dont get too excited.

Friday, July 26, 2013

Added Car to #MouseControl

I integrated the car scripts with my control system, so I can easily switch between scenes with either a car or avatar and maintain control.   Oh... and also created the car model and texture     :)

Thursday, July 25, 2013

Starting Tycoon Element of #MouseControlInc

I have started the Tycoon element which includes needing to drive to the building that needs Mice to be collected.  The driving itself will be part of the game play.  The Tycoon is building the business and defeating the local Mouse Catcher by putting them out of business.  After which you move on to a new part of the city, with a new mouse catcher to put out of business.  A little like the old skool Ghost Busters game. Should have this prototyped in a few days....

Monday, July 22, 2013

#MouseControl Demo 0.3 ... More Progress

More Progress!  I improved the camera angle as well as tightened up the controls some.  I also add the HUD with score keeping and saving.  Added some fx, improved the mouse AI, and made them talk smack to you.  Keep Going!

Wednesday, July 17, 2013

@project_anarchy looks pretty awesome

I just came across http://www.projectanarchy.com/... .  The engine is looking pretty cool in the training vids... Especially being able to test on a device thru WiFi...wow.  I really wanna play with it... Maybe for my next project gotta finish this one first.

Wednesday, July 10, 2013

current #gamedev thoughts for this project

Below is video of my most recent progress for this project.  what I have:
1. Character movement (sneaking, running)
2. Mice that have AI and can be caught.
3. Ability to drop bait that attracts mice, and can be eaten by them.
4. Interactive physics objects that can be broken bases on set parameters.
5. XML loading and saving of game parameters.

What I need to do:

1. change control stick to touch movement control from touch anywhere on screen.
2. Improve physics object interaction and performance.
3. Fully implement game parameters loading and saving.
4. Add drop-able trap objects.

RPG element or not?

Realistically I think I need to add an RPG element to the game including beating other mouse catchers and taking their business.  This adds quite a bit of additional work, so Ill see if I have time to get into this.  It would definitely make the gaame more fun and engaging.....

Tuesday, July 9, 2013

First Mouse Control (M.I.C.E) environment

I created the first environment for the project and brought it into the engine.  Achieving the style I am going for... So pretty satisfied with it.  Shiva has internal light-mapping, but I elected not to use it, and burnt the lighting into a texture atlas in Max... So the BG you see is only using a single texture map.  More soon....

Using #Shiva3D for this project

Thinking its about time for some updates.  I haven't yet mentioned it but, I am using Shiva 3D for this project.     Since I am doing all the coding, I feel much more at home in Shiva since it uses Lua.  I heard the company is out of business recently so I am a bit worried about issues I might run into when putting the game onto devices... which wont be too long from now.  Guess I'll cross that bridge when I get to it.... :]

Monday, July 1, 2013

Kat Model #GameArt

Guess its makes sense to post the character model... Probably should have been before animations...but um well. The shader will have an outline, and wont look as nice as this render but we do what we can.  Real time stuff soon.  :)

Initial #animation, check it

I finished up these animations for the character... Who for the time being have decided is named Kat. (original...no?)  They look a little choppy when converted to gif... but are smoother than that believe me.  Next step is to get them into the game so I can replace my placeholder character.