Wednesday, October 5, 2011

Werewolf Time!

Sorry I haven't posted much of the work I have been doing with Blender.  I have done lots of cool new stuff, and here is the latest:
This is a new mesh I made.  I decided for him I would go for an approach that emphasized less the body and more the hands and face i.e. the primary parts for expression.  I also added an armature for these parts, so that he can even make some simple facial expressions.  Now with just a little bit of work with Blender shapekeys and a full moon we get:

You now play as a werewolf within the game environment.  The level begins with your transformation, and you play as him throughout the end.  All of the animations are the same; shapekeys are an effective way to add to the visual diversity of a game.
Of course, all of this is cosmetic--it won't add anything in particular to how the player plays the game--but the visual element can certainly add to the player's appreciation for some game mechanic.
Many games use some sort of transformation mechanic here or there.  In Jak(2 or 3) you can transform into Dark Jak, a powerful monster with destructive powers.  If that visual element weren't there, the player would just see that added element as another rule to remember.  Now, it's visual: it's in the game world, the player's world, making it real.
The project could use some of this power.  A boss character, for example, could start of relatively easy and then as you progress transform into some monster.  Or you could have a unit that has two modes, say, a human form and animal form.

The game so far is relatively simple.  It uses a crude 8-directional movement system with camera following the character, and has a jump mechanism.  The controls are AWSD and SPACE, respectively.  Should you wish to adjust the camera laterally mid-game, you may use the arrows keys.
I have to say, I liked playing with lean-old Gentleman Jack (as I call him), but Werewolf Jack has got some serious cool to him.

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