Sunday evening I managed to create the first-ever demo creating what the game will kind-of feel. What does that mean? It means the level started with an in-game cinematic made with the actual mission editor and XML file. It featured camera/dynamic object movements, "talking-head" styled character intervention/briefing and smooth transition to the game. The game itself featured the 40-60 first seconds of the missions. With actual bad-guy behaviours and special effects. Full collision implementation and such. Your own characters couldn't die (and still can't) but it register hits with the intended special effects. Limited sound effects and music were also integrated.
All in all for the first time I had something to show that went beyond tech-demos.
I don't post as much here as I used to. Fact is, I have subversion now to keep track of what I'm doing, so this blog I'll use only to publish milestones and also make deadline predictions. BTW the milestone I talked about, I had predicted I would reach that after Easter. Score one for the optimists.
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