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!

Welcome!

Cool that you got here so fast! This place is where we (the TrashTalk crew) will post updates about our progress, starting with our current project Overkill!

As you probably know if you found your way here, TrashTalk is a group of game design students from Gotland University in Sweden. We create games together for school and for fun, with hopes of becoming true gamedevs one day. And this is yet another step on our way to reach that point!

We're glad you decided to join us, and welcome on board. Hope you enjoy the ride!