Like the last game, it really doesn't require terribly much in the way of assets. Currently my asset list looks like this:
Game Object Asset List
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High priority
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Mid priority
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Low priority
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pirate galleon
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background animations (birds flying, etc)
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cutter
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pickup object (treasure)
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tower
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pickup object (health)
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cutter animations
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terrain
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I've made a turret in 3DS Max, which didn't turn out too badly. I may need to add some more steampunky type textures or gadgets to it, but otherwise it's pretty good.
When I get a bit more progressed I want to add some animations to it, a bobbing in the air one where the balloon constricts and expands slightly, and a gun firing one where the barrels go in and out. That's not a high priority at the moment, however.
In code class yesterday we looked at navmesh and basic enemy AI interactions. With the help of Paul I got a simple script for a stationary enemy (ie, the turrets) to look at a designated target. I then added to this to make the turret fire a "bullet" at them when they get within a certain range. At the moment it fires 50 million bullets at the target but at least it's on the right track! I'll add a delay and a destroy to the script to cut that down.
The next object to design is the pirate cutter, the "bloat", and tomorrow I'll probably also start playing with the terrain.