12 March 2012

What I need to make a demo

Well, first off, sorry I missed Friday's post; I know, I am a terrible person.  Secondly, next Friday, I am not sure if  there will be a real early post or if I am going to miss that one also.  I am busy Friday night and most of Saturday, no where near my computer, so it is likely I will miss that one unless I got quite a bit done a feel it is enough to warrant the early post.  Now, with that out of  the way, I will start talking about the game and how I am hoping it will move along.  Currently I am finishing up the four base models from Tanarus: the chameleon, lightning, mag rider and devastator/vanguard (the models are near identical looking beyond the texturing).  I am hoping to turn each model into two versions, much more detailed than the basic model.  One tank, probably the mag rider or chameleon whichever is more intricate, will need only one model since I am planning seven tanks at release, each with slightly varied stats.

So with the vehicles discussed, we need a level to use the vehicles on: and I am thinking the one which will go together the quickest will be the military base.  Because a majority of the base will be segments of hallway underneath the surface, I am hoping to get away with two dozen of so varying pieces underground.  Once those are finished, I will probably make three or four pipe sets to add a little variation into the halls and finish the underground section with a few chambers.  Above ground will be fairly sparse.  I am planning outside of the base for each team, six entrance ports which will lead to reconnaissance points as well as a fairly large central building leading to the central reconnaissance point.  Beyond that, I am thinking that there will be four installations (north, south, east and west on the map).  East and west will be shorter sides and hold only two reconnaissance points.  North and south will be larger installations and hold three reconnaissance points.  Note the map will be rectangular with twenty-one total reconnaissance points.

Now the only thing left to do is go over the opening screen again, but since I feel that I already have described it previously in enough detail.  That covers everything I need to do for the demo.  Since I am probably going to try to get the demo out with the least amount of coding, I may ignore the opening screens as well as the multiplayer functionality, just letting users go around and blow up pre-spawned or re-spawning enemy tanks.  How long will it take me to finish all of this?  That is a good question, my guess would be several months, mostly because I am finding it hard to get time to work on this project on top of school and work.

Now, on to my 3D art which I have ignored thus far into the post.  I made an ArmaLite AR-15 assault rifle over the weekend.  I could have worked on some of the previous projects or started to think about how to move forward, but I wanted to do something I would get some enjoyment out of and which would be done quickly.  Each picture is just a re-skin of the others and all of them use the built in materials provided by the 3D modeling program.  I would really love to see this in a demo since each og the paints is metallic, even though it is hard to see from these pictures, and the way the light catches them, particularly off of the gold plating, would be fun to look at - I had to settle for rotating the gun and then redrawing the scene.

Well, sorry for the long post, but I think this is the first time in a long while I had some kind of direction as to what I need to do to get something playable released.  Well, until next time, again I will only post early Friday if I have done something useful, not a filler post,
~~gunnah

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