A couple of months ago I started work on making a 2D/3D Platformer, a tribute to one of my past time heroes, Billy Blaze AKA Commander Keen.
Project is a very small scale one, I am tackling all aspects of production, including code. Progress stopped over a month ago when I hit a snag I was in no mood to fix at the time. I was on a roll for about a month, managed to get assets in a game shell, got my char running (sliding) around in t-pose and jumping about, I even started work on my first NPC. But anyways, I decided to kick start it again. Ill dribble work as it happen, im currently doing some design work for the overall look of the game/level im creating aswell as trying to flesh out a high concept.
Im using Unity for this project, code is Java/C Sharp. Unity is pure magic, I love it.
keen_sheet01.jpg [ 205.35 KiB | Viewed 9489 times ]
I decided that my Keen is going to be a little older than the original series, hes 12, instead of 8. So this is set in 1995. I also decided early on I wanted to stick with the EGA restricted colours for his clothing.
Originally He had a backpack, I was playing with the idea of A) An inventory system, and B) Having the pogo stick fold up so he can "fit" it into his bag, the idea was the pogo would unfold as he pulled it out of his backpack, but I flagged that idea (actually im not entirely sure how im going to do it, this could still happen i spose).
keen.jpg [ 100.14 KiB | Viewed 9489 times ]
I was having trouble with his face, thats why in the previous sheet he had no face. So I whinged at Eddie "Koochy" Hoyle who whipped one up 10x better than I had done in about 1/10000th the time. <3 Eddie.
Over a weekend I whipped this up, Started on Friday night after I knew what direction I was headed up, had it textured by Sunday, and rigged by Monday night.
WIP_KEEN.jpg [ 127.66 KiB | Viewed 9489 times ]
The rig was interesting, theres actually some problems I still have to sort, but I was quite restricted on joint numbers (I originally rigged it with far too many and had to reduce) and his face is purely driven by joints, which Im not a huge fan of - Unfortunately Unity doesnt support blendshape/morph targets yet.
Progression will be quite the slow, but i'll post up stuff as it filters through.
Oh heres a cropped screenshot of it in game, very very early days, effectively everything is just tests. Ground to test collisions, fire thing to test emissive shaders and Unitys particle system, trees to test my first animation controller (they are animated) Keen, player controller and camera control. You will have to excuse its darkness.
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