In summary this and of the month : programming, concepts and rigging! The month was long, low productivity. A little bit tired in some way. I mostly spent time to discover and understand new things in different areas of a video game.
Programming :
I took a step in that direction, after an intensive week on this point, I managed to create objects that the player can recover and keep on him. By pointing these objects the player can see their descriptions. The left click allows you to retrieve the object, or activate it, right click to move it. Then I drifted Unreal weapon system for the player have objects in their hands. This way I can force the player to retrieve a key and activate it on a door to open for example. In short, I created the base to the puzzles!
I must say that I made without really knowing, I somehow tampered with it, by reaching for what I wanted. The code is still quite incomprehensible. Major efforts on code documentation must be provided by Epic at this level I think.
Rigging :
And yes, I still have not abandoned this. I left out kenza to tackle the player. Given that the game will be with a view in third person, I’m working on the rigging and animation of my main character (the player). I have not made a new model, I actually reuses kenza. As I create a template that will be unique and probably the same for each person, that I would change the envelope. animations will always validate.
Currently awaiting responses to requests for assistance on various forums (to make a correct rigging, in fact I blocked the way to develop special tools for animation), I think about FaceFX, the tool to animate a character for dialog (facial animation). For the moment I inquire, are studying some file and am a tutorial. But I can already see how to make the rigging of the face. The issue then all the configuration in the UDK and animation, the most difficult.
Here, for example, marcus rom gears of war, I amused myself by moving the bones to see how it works:
Concepts :
I managed to get concept from Prince of Persia and Assassin’s Creed, which I find perfectly match what I will see/have in the city of LLOE. I’ll let you watch all this in addition to my comments:

The architecture of the city will be similar to what you see: a mixture of columns, towers, and various neighborhoods. Because the city is hoisted on top of cliffs, and a platform flying above it in the clouds, it is important to recreate a sense of vastness and verticality. This induces various bridge and leaped into the void and through multiple paths. With a sun that will give splendid twilight shadows and lights.

Another point I’d like to create: the land. Not just a city with barren rocks, but points of view on a sea within which to situate the center of the city. Sunbathing near the water without jersey anyone?

Here the city but more in detail, a bustling city with markets and other inhabitants. Houses with balconies and narrow streets. In short, a rough warm city.

Always the city, the view outside. Who inspire me on the greatness of the city and its vertical side. But also the tangled streets, houses on top of each other. I hope to send out a human side and chaos across the city, not a rigid plan and would be boring as a Roman city. In addition, this feature would give the neighborhoods, they do not resemble each other and this will allow the player to navigate without a map.

An intimate interior: this is how I see apartments that used for Lena (heroin). Warm, exposed to sunlight, but also very gloomy for the intimate side.
None of these artworks are made by me, they are the respective property of Spath and Hydropix. I warmly invite you to visit their site to see their other work.
I end on a test video, a light from the sun, throwing clouds in the UDK:
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