It's been a while since the last update, a long while, and some major changes have been made to the game.
First off, as the video will show, is the cinematic at the beginning of the first level. It's really difficult to understand what's happening in it, I know and I'm sorry, but it is entirely voice acted, and I personally love it. We're still working on animation for Lucifer and we're having problems with getting the skeletal meshes into the UDK. Minor problems that will be addressed tomorrow at the latest.
One of the other major updates is the addition of bots. They are not custom skeletal meshes or anything fancy like that right now, and probably won't be in time for the final presentation, but it is still something I'd like to pursue further post-graduation. So for now, the bots are the default UDK bots with our guns, and they're really good with them.
Another major change is the HUD and the pause menu. At this time, we also have an inventory/stat screen implemented, but it didn't get finished in time to make the video. The HUD actively tracks the player's health and mana, as well as weapon and ammunition. It's all excellent looking, functional and fits with the game perfectly. Colin really did a great job will all the UI work he did.
Another major change is the HUD and the pause menu. At this time, we also have an inventory/stat screen implemented, but it didn't get finished in time to make the video. The HUD actively tracks the player's health and mana, as well as weapon and ammunition. It's all excellent looking, functional and fits with the game perfectly. Colin really did a great job will all the UI work he did.
That brings us to the second level. The idea behind it is sort of a recent expansion of the nearby human warehouse that was wiped out as Demons climbed their way out of Hell. There is also the room containing the shotgun, the office space and the cafeteria. I like the cafeteria best with all the blood stains on everything. The room just looks like chaos hit it.
The last room is the only piece of level two not finalized in terms of design. It still needs a bit of work until it's completed but the idea is there. Essentially, the room is the stage of our first boss fight, possibly our only boss fight done in time for presentation. The AI for the boss is in the works right now, so hopefully it's done in time.
Lastly, the music. Both songs were created by myself using a program called Acoustica Mixcraft. It's a really cool program that lets you use virtual instruments to create a completely unique song. The first song is called "Antarctic Waltz", and the second is called "Red Eye".
More updates to come,
Nathaniel Kirst
Turmoil Studios