UPDATE 6/04/13: Diplocephalus progress log (corpseweed now too).

Like the title says. This is a progress log for work on the current enemy. Once done it will be deleted. Feel free to glance thru, but there isn’t much of interest here.

Completed:

  • Ripped and setup all needed sprites
  • Figured out how fireballs work, including gfx effects for trails
  • Quick fireball completed
  • Homing Fireballs completed
  • Firebomb and all related objects  completed (similar to the attack in POR; but much prettier looking and much more dangerous)
  • Completed animation scripting for the bitch on his tail
  • Added spikes to the main part of it’s body
  • Added in 3 new animations for the body (in addition to the 3 frames that had spikes added on)
  • Completed animation scripting for body
  • Setup each tail piece and figured out the movement; it is actually basic on image angle values only. Although the tail pieces are glued together, they move by changing the angle, NOT USING orbiting like the stone rose does.
  • Setup the legs and figured out their pattern of movement
  • Thighs are now done too
  • Setup movement of main body in relation to legs.

TBD:

  • Create backing up animation
  • Setup snaking motion for tail pieces
  • Add dust and drool particles
  • Finish swoon animation
  • Complete death animation & all explosions

Surprisingly, this one is so far MUCH easier than the stone rose, and much less complex. Which is ironic, because I thought it would be much worse. It’s funny how the one that I thought would be easy was HELL to get right (stone rose), and the one I thought would be hell is turning out to be pretty simple.

EDIT: since work has been busy, and I haven’t had much time to focus, I figured I would get thornweed and corpseweed done. Thornweed was obviously VERY easy, but thornweed was a little more involved:

  1. He is made of 4 pieces: the weed, the bushes, the stem, and the head
  2. The bushes, and stem are made using primitives, which are then warped and made to look like they are moving by altering the vertices of each as needed.
  3. The projectile was very simple, BUT SOMETHING I NEVER NOTICED in game until now is when it hits the ground, it creates a small poison cloud, that has low alpha, uses additive blending and uses it’s own primitive. This primitive is made of a cone shaped rectangle and a square; I have duplicated this too, and it now does damage making the attack a bit more hazardous.
  4. The death animation was improved on slightly, and it had bugs originally which I fixed.

Corpseweed is now complete. I am now going back to work on Diplocephalus.

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2 Responses to UPDATE 6/04/13: Diplocephalus progress log (corpseweed now too).

  1. TB says:

    “Surprisingly, this one is so far MUCH easier than the stone rose, and much less complex. Which is ironic, because I thought it would be much worse. It’s funny how the one that I thought would be easy was HELL to get right (stone rose), and the one I thought would be hell is turning out to be pretty simple.”

    Isn’t this always the way though? Carry on with the excellent work.

  2. Carry on, you magnificent stallion of greatness!

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