[Art]New Test Level

Last week I’ve made a new test level. I’ve made this new one because the old one became obsolete because of the tweaks on the character movement. It became way to small for the double jumps and dashes implemented.

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[Art] Material definition research

This week I tried to define the material-aspects of the ruin assets. We want to give the impression that they are built with big, ancient stones. All the materials are going to be procuderally generated with Substance software, to make the asset creation easier.

doorsMaterial Example

c07d699c54911da48de6256d6bc61d7dProcedural moss on stone test.

Olmo Potums

[DEV] Improved movement and added features

This week I improved the general movement to be more smooth and fixed several bugs.

I also started to implement new features.

Checkpoints and respawn:

I added checkpoints that can be layed out through the levels. Made it so it is easily adjustable for each situation with custom editor tools.


Ground indicator:

Shows an indicator just under the character for more feedback where the player lands.


Recharge fields:

recharges your dash and jumps when moved through.

[Art] Environment assets test

This week, I tried to finalize the style in which we will make the 3D assets of our game. I experimented with aesthetic choices as well as workflow options. I ended up sculpting most assets in Zbrush, and baking the normals in 3DS max.

zbrush.jpgWIP of the asset sculpts.

I also explored the ways in which we could use modularity in our levels to make as few assets as possible. The final result of all this work is a small testscene to illustrate the aesthetic and scale of the game. There is still no material definition however, that will be something for next week.

HighresScreenshot00002.pngDue to the Sci-Fi setting, a small number of assets can be used a lot.

highresscreenshot00000highresscreenshot00001Screenshots of the final composition.

ac23d1266f9c10e8087413e94c040c7fGIF of the foliage material.

Olmo Potums

[Art] NVDIA PhysX Cloth Simulation

An important part of our game’s aesthetic is the cloak of our main character. We would like to make it move in a realistic fashion with the help of PhysX. The idea behind it is that the character’s nimble movements get enhanced by the fluttering cape.

Although the PhysX engine is pretty robust, a lot of technical tweaking is necessary to make it work in a real-time environment. I used a simple testcharacter I already rigged and attatched the cloth asset to the skeleton. The trickiest part is setting up the collisions for the cloak, to make sure it doesn’t clip trough the character.

clothsimPhysX Cloth Setup in 3DS max

clothsim02PhysX Cloth setup in Unreal

After I set up everything in Unreal, I imported some test animations and quickly made a functional Avatar based on the third person template in Unreal.

clothgifPreviews of animations in Unreal with PhysX cloth enabled.

clothgif02Playable Character in Unreal with PhysX cloth enabled.

There is still a lot of tweaking to do, but the base functionality is there.

Olmo Potums