24 February, 2009

ShadowCast Progress

Our GSP360 class has just about come to a close, and with it will come the "in-class release" of the game. Keep in mind this in no way reflects the finished version of the game, but instead is only the version we're being graded on in this class. Here's a spiffy video demonstrating it, with props to CamStudio again for being awesome.



As you can see, two working levels with the ability to transition between them (unfortunately not polished), Shadow Hopping works, a gun which interacts with physics objects (there is sound too, I just couldn't record it) and full range of character movement. I've got to admit, I'm pretty impressed. The code's been completely rewritten since the last video, making it more structured and workable as well as making it easier on the eyes. In all I wrote this game four times.

The team has been a pleasure to work with all-around, and here's the credits for this video:
Meshes/Textures - Mike Sovey, Gabe
Audio - Ernest
Level Design - Ernest, Rob
Programming - Dorthu
Splash Screen (new and improved) - Rob

I'm more than stoked to continue work with this team and make ShadowCast a full-scale game, to be released commercially (should we be fortunate enough to make it there). Look out for new updates in the future!

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