Friday, November 21, 2008

Day Eighteen

The menu system is in, though I only have the main menu functional right now. The world map is up and running, models are in and outlined and animating perfectly. My asset managing class is becoming a catchall for model, animation and texture handling, which I guess is what I built it for, but it's getting cluttered, I should organize and comment it. Next up, the game character class, which will handle class, skills, stats, etc. And also the battle map, which should be easy since map loading is already functioning under the asset manager. Screens!




Well, "screen" at least. That's the world map there, and inset is a fade between the main character model and it's wireframe. Only the hexes around your immediate position highlight, when they do the name of the area us displayed on the bottom left. Well, that's it for now, I'm at about the halfway mark, wish me luck!

Sunday, November 9, 2008

Day Six

And I finally get around to posting those images.

Egward, untextured, but animated and in the game engine, if not in my actual game app. He's being released under a creative commons license, more info and a download available at deviantART by clicking on the image. A textured version is probably gonna have to wait until the rudiments of game app are up and running. Pics of that to come once I have terrain and input handlers.

Tuesday, November 4, 2008

Day One

An introduction...

My name is Jesse Whitworth, I'm a college student attending Southern Utah University in Cedar City, Utah. As a term project I've given myself the task of creating a 3d strategy game. I have a little over a month to finish a working prototype that I can present in class. The presentation will center on the use of a scenegraph data structure to logically and spatially store data. For that reason I have chosen the jMonkey Engine to build my prototype on. After a few weeks of research I finally start coding and asset creation today.

The concept behind the game owes much to a favorite game of mine, Final Fantasy Tactics. Gameplay will be similar, though less class based. The main character is going to be a magic-wielding egg. Support characters and enemies will also be eggs. The characters will be anthropomorphic, featuring disembodied hands and feet, they will not have faces, and they will be differentiated by clothing and/or accessories. After kicking the idea around with my sister I have the following rough draft of support character \ enemy types:

Pope (possible boss fight)
Key distinguishing feature: pope hat
Weapons: staff \ magic

Priests
Key distinguishing feature: clerical collar
Weapons: holy water

"Indy" (possible support character)
Key distinguishing feature: fedora
Weapons: whip \ pistol

"Willy" (possible support character)
Key distinguishing feature: top-hat / cane
Weapons: candy bars / oompa-loompas

"Eddie" (possible support character)
Key distinguishing feature: wild hair / scissorhands
Weapons: scissorhands

Sweeney Todd (possible support character)
Key distinguishing feature: white-striped hair / striped pants / woolen glove
Weapons: razor

Barynya Dancers
Key distinguishing feature: ushankas
Weapons: kicks

Can-can Dancers
Key distinguishing feature: Frilled skirts and undergarments
Weapons: high kicks

Army SF
Key distinguishing feature: green beret
Weapons: automatic rifle / bowie knife

Ninjas
Key distinguishing feature: black headwrap
Weapons: kama / shuriken

Cowboys
Key distinguishing feature: cowboy hat
Weapons: pistol

Witches
Key distinguishing feature: witch hat
Weapons: magic

Pirates
Key distinguishing feature: peg leg / eye patch / parrot
Weapons: cutlass / single shot pistol / witticisms

Zombies
Key distinguishing feature: torn clothes / cracked shells
Weapons: claws

Bunnies
Key distinguishing feature: rabbit ears
Weapons: hop

Dinosaurs
Key distinguishing feature: tail
Weapons: claws

Native Americans
Key distinguishing feature: headdress
Weapons: tomahawk

Hobos
Key distinguishing feature: multiple layers of ratty clothes
Weapons: liquor bottle

Gangsters
Key distinguishing feature: fedora / trench coat
Weapons: tommy gun

Gangstas
Key distinguishing feature: baggy pants / bling
Weapons: pistol (held sideways w/ horrible accuracy)

Devos
Key distinguishing feature: conical pyramidesque hat
Weapons: whip

Israelis
Key distinguishing feature: kippah / tefillin
Weapons: mortars

Palestinians
Key distinguishing feature: turban
Weapons: suicide bomb

Grenadier
Key distinguishing feature: bearskin
Weapons: grenades

Leprechauns
Key distinguishing feature: small / pointed green shoes / red coat and cap
Weapons: gold coins

Stepford Wives
Key distinguishing feature: 50s era housewife dress / flip hair
Weapons: rolling pin / frying pan / kitchen cleaver

Aliens
Key distinguishing feature: green / antennae
Weapons: probes

Vampires
Key distinguishing feature: high collared cape
Weapons: bite

Werewolves
Key distinguishing feature: fur
Weapons: claws

More may be forthcoming, or not. Pics later tonight hopefully.