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!

05 February, 2009

ShadowCast Progress

We have been working at ShadowCast, and I am happy to say I have another demo video to show our progress, again thanks to CamStudio.



All graphics in this video made by Sovey and Gabe, all audio (if it actually recorded it) by Ernest and most of the programming by me. Rob made the splash screen last-minute and we threw it in, it looks a lot nicer than just a blank window. I believe the level was made mostly by Ernest from his own level concept.

This level is supposed to be a warehouse, although given the limited resources we had it is quite repetitive. Props to Ernest for making it looks so good with only the meshes he had. As you can see, we have a biped in-game (unfortunately untextured) and we are working this week on animations and AI. I expect to have a Path Network, similar to that of Unreal Tournament 2004, coded by Sunday. By way of animations I'll need to wait for some exported animations from Sovey. We expect to get a lot accomplished in the next three weeks because this project is also being used for our GSP 360 class, and although I doubt it will be complete when turned in for the class, it will be close. Look for another update video next week when we turn in our "beta" for the class (again, don't expect to see an official ShadowCast beta for some time).