We like to implement AI just using Cubes and Spheres; get the logic and feel for the behaviour right first, make it playable with no frills. For our first boss Yorick, we started by animating him, aas his activity is quite a bit more complex than the simpler enemies.
Wait til you see this sucker move.#HistoricalHotshots #gamedev pic.twitter.com/uJXQgVsrgF
— MeWe (@mewestudios) October 3, 2016
While we cracked on with implementation of this animated object and a written design, we started fleshing out the model.
Poor Yorick, taking shape. Just needs to be err, boned. And skinned.#HistoricalHotshots #gamedev #madewithunity #indiedev pic.twitter.com/Bhm3VLYvqD
— MeWe (@mewestudios) October 10, 2016
Putting the animations together with the new mesh pretty much worked first time. Yes, in Max, we were a little surprised too!
Nightmare fuel.#HistoricalHotshots #gamedev #madewithunity #indiedev pic.twitter.com/miblbpfrX4
— MeWe (@mewestudios) October 11, 2016
A first pass implementation of code and art in-game and it’s coming together pretty sweet.
“What’s my name!?”
“Yorick! I said Yorick!”#screenshotsaturday #HistoricalHotshots #shakespeare #madewithunity pic.twitter.com/ebaUPAfuzj— MeWe (@mewestudios) October 15, 2016