Saturday, September 15, 2012

Game Update 2

I was able to get the avatar rig for Maya to animate and import into XNA! There are specific export settings for the animation, but they are pretty easy to follow. Something else that was weird was that whoever made the rig decided to turn off the IKs. When I went to into the channel box there was an IK setting that was set to 0. If you set it to 1 the controllers will deform the mesh. Supposedly IK handles have issues with ragdoll physics.

I was also able to move primitive objects with different colors pretty easily which will advance us into designing levels. Paulo created a basic indoor Dojo level for when we get a controllable character.

For the prototype were going to make sure the parkour mechanic is nailed down tight. This is the most important part of the game. These are things like jumping, climbing, running, wall running, and flips. Were even hoping to get a rope to make climbing buildings easier.

After all that and our game is green lighted we can think about a bigger level with other objectives than parkouring around.

My most important objectives are the front flip, back flip, and wall running animations.

No comments:

Post a Comment