May 29, 2011

Overkill - Public's Choice!

















GGC has come to an end and it was amazing!
We had such a great time watching you guys play our game and we got so much valuable feedback from both jury and visitors. During the event all visitors could vote for their favourite project and of over 60 projects showed Overkill was voted the winner! We are so happy that we managed to create a game that so many people appreciated and we want to thank everyone that made this event unforgettable!

May 27, 2011

Live at GGC!

GGC is open and we are getting a lot of positive feedback for the game and it's such a great experience to see people of all ages play our game and having fun.
The presentation of the game to the jury went really well and we recieved a lot of great ideas and things to think of in the future. A majority of us was interviewed by the local newspaper and we are looking forward to day two of GGC.

We will be showing off the game for one more day so pack a grin and take a stroll to Wisby Strand!

May 26, 2011

One day to go!















It's the final crunch before GGC and we are all working around the clock to get the game finished in time! The game can be viewed tomorrow Friday 10-18 and Saturday 10-17 at Wisby Strand, if you are in the neighborhood we would love if you stopped by to have a chat and try it out!

May 9, 2011

More stuff, and bringing it all together.

There's only 18 days left now til GGC and Overkill being shown in public for the first time. We're still producing art like crazy, but things are slowly coming together and the light at the end of the tunnel is now within grasp. The coming weeks will be spent polishing what we already got as well as adding our final models into the game.. It's definitely gonna be interesting to see what people have to say about our end result.

Regardless, here are some of last weeks' textures, models were as always made by Lina, textures by Vilya.

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May 1, 2011

More Art + The Jester!

Time for a new batch of images showing some new content. Here are a few of the textures from Vilya's workload last week, a few random decorative props and our third playable character - the deranged jester. Also, four new trees that soon will turn into some lovely forests.

Models were made by Lina with the exception of the jester which made by Fred.

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April 22, 2011

The small things

Here's a screen with some small decorative things that will appear in the level, plus the wizard (which unfortunately will be remade in the coming days to better fit with our new and improved standard fantasy world)!  We remade the trees a few days ago too as you can see!

The textures in this picture were made by Vilya.


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Fire "dodge" Ball

Jerry has been working on this nice looking dodgeball event, watch it on the video below and read more about it on his blog.

April 18, 2011

More models

Some props from the farmers village, made by Lina.

April 17, 2011

Raaaarghhhh!

Here's an early sneak preview of the Berserker in action!

April 14, 2011

Animation mayhem!

While we're at it, here's another video of Fred working on some animations for the Berseker Knight.

Everyday life of animation

Fred has put together a small video of him doing some animation work for the next character in line, the Berserker Knight! Don't miss out!

April 12, 2011

The new and improved farmhouse!

As promised earlier - here's the first model of the new houses in Overkill. This is one of the smaller buildings that the player will encounter early in the game. Model by Lina, using this concept by Jonathan.

April 11, 2011

The cutest well

Lina has been busy making props for the village. This is the well that will be placed in the center of the farm village the players will pass trough.

April 10, 2011

Scarecrow, minus the scare part!

Lina has been busy modeling a bunch of props for the village part of our level! For example, this awesome scarecrow!


As soon as Jonathan is ready with some more fleshed out concepts of the houses, Lina will get right to work with those. We'll post them here as soon as we can, stay tuned!

April 9, 2011

A wild wizard appears!

Every generic fantasy world has them. So of course, we have them to. I'm talking about wizards!
Our wizards are of course so disgustingly cute and happy, you just want to beat the living crap out of him. Preferably with a +6 Flaming Hammer of the Void.













3D model made by Fred using this concept made by Vilya.


Obviously every wizard needs a wizard tower. Where else would they conjure up all their lame heal spells?




















3D model made by Lina using this concept made by Fred. Texture work done by Jonathan.

April 8, 2011

Artist meeting

Today the artists had a meeting about the architectural style of the game and decided we wanted to change what we have done so far. Instead of the standard little cottages and houses we want to push it further, make it fit better into the Overkill-universe and also find a style thats truly our own. It will put some extra pressure on the time schedule since we have to start over from the beginning with the models of the buildings but we really belive it will make the game better. Here is some wonderful concepts made by Jonathan.

April 6, 2011

Her Royal Texture

Vilya finished this texture for the Queen a few days ago! Here's the result:

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April 5, 2011

New logotype!

So, after about a week of non stop work, blood and tears (mostly blood) Lina has finished our new logotype for Overkill!


Nicely re-sized and ready to be used as an awesome wallpaper for your desktops!

April 4, 2011

The combo system in action!

Here's a early sneak peak of our amazing combo system, created by Teddy!

April 3, 2011

Pathnode Edtior

Jerry has created a new interface for setting up pathsystems. Sweet.

Gravedigger animation reel

Here's a small animation reel of the Gravedigger in action!


All the animations were made by Fred.

April 2, 2011

SpawnTrigger Updated

Jerry has been working on upgrading the editor for creating spawntrigger.

April 1, 2011

Ingame scene incoming!

We've been busy like never before with textures, spawn triggers, animations, logotypes and deleting 1/4 of the entire project which we eventually managed to restore.
Vilya took a few of our complete graphical assets and put together a nice little scene of a super happy village filled with peasants. Things are starting to shape up pretty nicely!

Revised Berserker Texture

A few days ago we decided to make some changes to the berserker texture to make it more cartoony and less odd-looking.

Here's the result (a few days too late due to our heavy workload):

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March 27, 2011

Besides having had major struggles with the animation software (which all have been solved now, yay!), Fred has produced a new character model. This time, it's for the Queen of the super happy kingdom, based on this concept.
Even though she's not a trained knight or a deadly wizard, she should not be underestimated. She could have a trick or two up her sleeves for our unorthodox heroes!

Berserker with Texture

Here's another character you can pick to play in the beginning of the game. She's a berserker, modeled by Fred and textured by Vilya!

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March 22, 2011

Peasant Texture Variations

Vilya threw together a couple of color variations for the peasant texture today. Which one is your favorite? Or rather - which one do you want to kill the most? ;)

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Spawning enemies.

Jerry has spent quite some time on creating an easy interface to create spawntriggers. Here is the first take of him using it to create one.




Character #2: Berserker Knight

With our aim of having 4 playable characters ready for the Gotland Game Conference, there's no time for slacking! Here's the model for the Berserker Knight made by Fred, based on this concept by Vilya.

March 19, 2011

Peasant Texture

The first basic farmer guy has at last received his texture!

The peasants will come in several different colored outfits with different expressions depending on their mood. Though they may not look like much, being chased by a mob of angry farmers is hardly an evil overlord's dream.

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March 18, 2011

Farmer house and knight animation!

More updates from the graphic guys!
Lina have been busy producing some really kick-ass models for various houses and buildings the last week. Here is a preview of one of the farmer houses you will bump into in the early stages of the game. Jonathan is responsible for the awesome texture!



On the animation side of things, I (Fred) have been busy with animating the knight. So far we've got idle, running and a attack animation and plenty more on the way!
Here's a sample of the attack animation:

March 16, 2011

A Day at Work II

The last few days we have been sitting in a much too small room in the library while working. It sure had some interesting effects towards the end of the days such as odd jokes and weird language switching, but overall we're working at a pretty good pace right now.

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Peasant Model
The latest addition to our human character crew is the peasant guy from one of our early concepts. Fred turned him into a 3D model yesterday and today Vilya started creating his texture. We plan on having him fully textured within the next few days, so expect screens of that soon.

And if you didn't know already, he will of course be another enemy - not a player character. We don't do nice guys as the main characters in this business. In fact, we try to destroy them.
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Texture WIP

Anyway!

Jonathan started texturing today as well, he's currently focusing on texturing the buildings of the game. He's almost done with the first of the bunch, so we'll have updates of that soon as well.

Other than that, we've all been experiencing some very interesting bugs as of late, programs like 3Ds Max and Unity sometimes seem to have a life of their own. It all works out in the end though, even if we sometimes aren't sure if we're supposed to laugh or cry when programs suddenly shut themselves down or you have to redo the same thing over and over because of weird "features" that delete your progress!

It's good to know that we'll most likely look back on it in a couple of months and laugh at the silly bugs as if we'll never experience them again though. Just like we did after the work with Gods of Steel. :)

Lastly there's a couple of pictures of the gang working hard, just to motivate all you people out there struggling with your own projects. Let's go!

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March 15, 2011

WIP: Boom!

Jerry's been working hard today with creating believable movement for the enemies as they die or get struck by explosions (you know we gotta have those.. you'll be playing evil overlords after all)!

We recorded some videos of the progress, but be aware that this is still skeleton phase so nothing is in it's actual finished version. Behold:



March 13, 2011

An Overkill Knight

Here's one of our current WIP's for Overkill, a very friendly knight in shining armor! The texture is more or less done, if anything else gets added it's smaller fixes. The shinyness is temporary but we'll add a real version for that as well.

Of course, much may happen with the overall look before we actually launch a playable version of the game, but this is what it looks like so far!

Thoughts?

(Model by Fred, texture by Vilya)


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March 12, 2011

Fear the Overkill Chicken!

Behold!
Our first fully textured creature: a fearsome chicken!

The model was made by Fred, the texture by Vilya. It may be reworked later, but for our first iteration it is done and ready to be implemented.


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A Day at Work I

Today the entire Trash Talk team worked together in the GAME department's new building at school for the first time during our Overkill project.

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My (Vilya's) personal mission for today was to keep focusing on texturing the knights. We had a talk about the POV of the game and how much of the texture was actually gonna be visible and ended up deciding to rework what had been made so far. The enemies will probably never be very close to the camera, so tiny details will look messy from far away. Bigger patterns and more contrast is therefore the way to go for this project.



The other guys kept busy as well. Jerry, our producer and one of our four programmers has been working with targeting and kept showing us a bunch of gravediggers running after a mobile house, attacking it with their idle animation... Very very basic but it's coming together one step at a time.


Fred, our animator and character modeler struggled on with his current task at hand: transferring a rig from one mesh to another. He also managed to come up with a strategy to help save 200 polygons per knight today.

A great deal of time was also spent laughing at the cloth effect that comes with Unity. I don't know why, but there's just something hilarious with watching a house falling to the ground and breaking apart like a piece of jelly.

Well, at least it's fun when you're on your 8th hour of work after no sleep and too much caffeine.


Tomorrow it's back to the den to work some more, so stay tuned for more updates on our path to awesomeness!