Preparing for Quarters and Prototypes 1 and 2

As we near the end of Week 4 of this semester, our team has been hard at work preparing for quarters.  We are 1 week into our 2-week cycle for the first two prototypes, and we are incredibly happy with our progress.  Patrick has modeled, rigged and animated the enemy Rigg character and the character has successfully been imported into Unity, and Pei has been diligently working on Action in Motion’s promotional material and just finished up some beautiful designs for the poster and half sheet (see previous post below).

Adam and Anthony have been working on the first two prototypes: Locomotion and Basic Combat. Adam has put together quite a nice locomotion system with a smart camera that follows the player’s movement and rotation in world space. He has also written a motor that allows us to control the amount of blending between Kinect skeletal input and pre-authored animation on each individual bone which is a huge step in the right direction for the ultimate goal of this project.  Anthony has mapped the enemy Rigg to the Kinect skeletal tracking system temporarily until the Hero Rigg is completed.  He has implemented a collision detection system and ragdoll physics on the enemy Rigg which allows the player to “avateer” (control via skeletal tracking) their character and punch and enemy Rigg to send them flying and tumbling into the distance. The basic AI for the enemies to follow and surround the player is also in place as well as some of the gesture detection framework.

We will be showing their progress on the first two prototypes in the form of a “hit the ragdoll” demo, a locomotion demo and an avateering vs. animation vs. blending both demo. We will also be showing off their finished concept art, models and animations during quarters.

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