Thursday, August 12, 2010

Soldiers


What almost everyone criticized the most, were the soldier's animations and their low detail. Today I finished a new model of soldier with more real details and less polygons.

This soldier allows us to customize the texture of the face, and also has the new animations. Now they can shoot while moving forward, if is there any danger, they throw themselves to the ground, seek for contact with enemy or friends, and if they get bored, they train or excercise.

I hope you like the style of the uniform and helmet. Soon I'll be posting a video of the new animations.


Friday, February 26, 2010

Tactical map and new menus







These days I've been working on the gameplay, developing the tactical view, its functions and creating the missions generator. Everything is working nicely, but still there's a lot to do.

Here some images showing the tactical screen, where we receive intelligence reports, that tell us where might be some missions that we could take.

Once we accept a mission, we must do everything to acomplish it. The map tells us how we can get to the location.

Also, there are a couple of new windows:

1. MISSIONS: to see missions available and their status.
2. INTELLIGENCE: a window with a list of the intelligence reports.
3. INFORMATION: tells us where we are in the map.
4. STATS: generates statistical graphics with a little bit of everything, money, credits, scores, FPS, UPS and other useful information.

Wednesday, February 24, 2010

Advances of the last weeks

Despite that the scenary is not finished yet, I decided to create a system in which the map generates itself according to the mesh of the scenary, this way I avoid to create a new map each time I change something in the scenary.

I would love to have a geographical style map, but that’s gonna have to wait, instead this new map contains lines and colors according the points of latitude, and a little transparency, so it won't mix up the map with the units.


This tactical map shows us an icon that represents each unit and its orientation, except in the case of the soldiers.


I’m also creating a new system to generate missions. These missions will be seen in the tactical map, with an icon of a satellite, and we can choose to accept the mission or not, and try to accomplish that mission.
If we don’t accept the mission, and we let it pass, new missions we’ll be generated.

Website and forum!

As you can see now the web site in both versions, Spanish and English. Also is available the new forum. So, please visit us at http://www.bloodydesert.com.ar and registrate. If you’d like to help, we’d like to have ideas from you.

New 4 x 4 civil trucks

Here is a new truck for one of the bands, I hope you like it. Some features are:
4 x 4 civil armed truck
2 crew
2 passengers max.
cannon
Poor blindage
Good speed

Plants proof

To add some realism to the scenario, I’m modeling some vegetation. Here the first shoot, I think it went just fine. I’ll try to make a (desert) vegetation generator.