(or Build 3ish?)
Violent Traversal just completed our "Mech Powers" build of AIM< with the goal of testing...surprise! The mech model and a power-up. We haven't put power-ups in a map since last October, where we tested out our initial power-up designs. So this build was a pretty big deal.
It turned out to be quite successful! We didn't have as many hands test this build as the two previous versions, but our producer (and professor), Jay Little, was pleased with the progress and we got great feedback from everyone that played.
This mech model is now correct size and replaces the placeholder being used previously. Now we are better able to understand the scale and proportion between the mech, drone(s), and level geometry, allowing for more accurate white-boxing of levels.
The level is a lot of fun to play. Steven plans to continue working on it and refining it. I'll record some game-play footage of the next version for a future blog post.
I've mentioned a few of the developers from Violent Traversal involved in creating the "Mech Powers" build, but everyone on the team has in some way or another had a hand in creating what you see in the screenshots. Take a look at the facebook page to see blog posts by the other members and see what they're up too. Each member of the team plays an integral and irreplaceable role in creating AIM<.
Next post, I'll be talking about the power-up tested in the "Mech Powers" build. A near-future post will cover the "switch" objects and collaboration between modelers Jon Worman, Sihneng Thao, and I.
Check back soon and have a great weekend!
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