We present to you the first screenshot of our prototype level that includes the first pass take on Red Sabre player characters. Enjoy!
This week has again been a flurry of advancement on the game, as the team is nose down into the engine getting more and more online, the game came leaps and bounds forward in visual quality. While James continued to polish the briefing video with Mark working on the level flythrough, more work has gone on:
Andy and Joe worked together to get the new animation set working for the characters, as well as getting the first-pass of the Red Sabre characters in the game, with some visual variation as shown in the screenshot.. Placeholder TP weapons were implemented for the characters so that they aren’t shooting air at the player, as well as testing weapon models for both sets of characters, and subbing in FP weapons.
Level & Lighting
Mark worked on lighting of the level, as well as some great screenshots and camera flythrough for the briefing video and fleshing out the office part of the level & signage throughout.. Vsync and different Anti-Aliasing techniques were tried to evaluate impact on PC performance, with positive results (i.e., no big framerate hits). Christian tracked down a bug on the randomly placed objective where it would sometimes not appear.
More work went into getting the AI to be effective opponents through cover, retreating, and flanking, as well as visual reinforcement, such as ragdoll implementation (replacing Christian’s script of just disappearing them when they are dead). Patroller AI testing was also conducted, but needs some more work moving forward.
That’s it for our weekly update on TAKEDOWN. As something a little extra, here is a wallpaper varient of the Red Sabre Screenshot.