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PostPosted: Wed Sep 09, 2009 12:50 am 
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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.

Attachment:
keen_sheet01.jpg
keen_sheet01.jpg [ 205.35 KiB | Viewed 9028 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).

Attachment:
keen.jpg
keen.jpg [ 100.14 KiB | Viewed 9028 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.

Attachment:
WIP_KEEN.jpg
WIP_KEEN.jpg [ 127.66 KiB | Viewed 9028 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. :P

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PostPosted: Wed Sep 09, 2009 1:11 am 
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Leon, it all very much looks like you.

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PostPosted: Wed Sep 09, 2009 1:14 am 
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lol. its me when I was 12. ;)

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PostPosted: Wed Sep 09, 2009 1:16 am 
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AWESOME!!!!!!!! Can we get a closer, larger wire of the body?

Commander Laz.

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PostPosted: Wed Sep 09, 2009 11:37 am 
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I'm a huge fan of indie developers. I love this project :D

Need any more doodles for monsters? :D

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PostPosted: Wed Sep 09, 2009 12:24 pm 
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http://www.commander-keen.com/keen-4-enemies.php

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PostPosted: Wed Sep 09, 2009 1:33 pm 
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Worzel wrote:
AWESOME!!!!!!!! Can we get a closer, larger wire of the body?


Yup Ill grab one later for ya.

Koochy, I may just take you up on that.. and thanks BeeNeeGuy that will come in handy.

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PostPosted: Thu Sep 10, 2009 12:16 am 
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Some more concepts from tonight.


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PostPosted: Thu Sep 10, 2009 12:26 am 
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Sorry worz, I missed the wireframe request.

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PostPosted: Thu Sep 10, 2009 12:45 am 
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More concepts, curtiousy of Koochy!

This is the bounder, the first NPC I started working on. I love this interpretation by Koochy, so I will get to work on it tommorow. The most difficult thing will be trying to get it to be expressive with only joints, the bounder has different facial expressions depending on state, he has a classic "stunned" state which will be interesting :D

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PostPosted: Thu Sep 10, 2009 11:56 pm 
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Hehe... looks cool.

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PostPosted: Mon Sep 14, 2009 2:16 am 
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I decided to lock down my keen model. I was a bit iffy about some stuff, after some feedback I adjusted some proportions, his head is a bit bigger making his body seem less blocky, his helmet is even bigger and goofy looking. This is how it was originally, but it covers his face when viewed from the side, however I decided to run with it anyway as the helmet is but an extension of himself. I also added the backpack - This isn't purely aesthetical, it will have some use and some BMX gloves, bouncing around endlessly on a pogostick and hanging from ledges would be mighty painful without them. I will get it rigged up tommorow, start some anim clips and put together some gameplay previs.


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PostPosted: Mon Sep 14, 2009 9:14 pm 
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He needs an nzcgi button on his backpack.

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PostPosted: Mon Sep 14, 2009 10:05 pm 
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I will definately add that.

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PostPosted: Thu Sep 17, 2009 5:31 pm 
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Rigging this fool took way longer than I had originally planned, somewhat due to my pedantic control curve creations and stupid mistakes which led to me redoing parts over and over... But no matter, its all done now and working pretty spot on. Im pretty happy with the level of control I have verse the actual final joint count, which is only 53 bind joints and two attachment joints. I plan on starting some cycles tonight, i'll post some progress as I go.

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