Advanced Elevators! What I needed was an elevator with call switches at the top and bottom floors. The switches shouldn't work while the elevator is moving. They should have a dynamic texture depending on which floor the elevator is on. Running onto an elevator at rest should automatically flip the switch. If the player is under an elevator coming down, it should flip the switches and reverse direction (at least, until I figure out how to make it crush the player.)
Here is how you do it:
Holy Guacamole!
What it may look like in-game.
Finished up the high detail rocket launcher model which I will use to generate normal maps.
The design is based off of a low poly model and concept art I made in 2007!
Check out this beast of a weapon.
Well, it's been a while, but Membrane continues active development. I've decided to start a video developer log to show what I've been doing. Check out the video for some actual game-play! Oh yeah, and weapons.
All sounds are temporary placeholders.
Feature log:
-Decided to use the Unreal Engine 3. (Learning as I go!)
-Melee / Fists weapon modeled. (Very) Basic scripting done. Punch things!
-Auto Pistol modeled, textured, animated, scripted.
-Shotgun modeled, textured, animated, scripted.
-Double Barrel Shotgun modeled, textured, animated, scripted.
-Various ammo pickups created.
-Added place-able weapon pickup support.
-Custom player model in game with all major movement animations.
-Key Toggle-able third person camera.
-Other bug fixes, including a resolution specific weapon offset "bug" that had to be fixed before I could record the video. blah!
I've been hard at work on the player model for the game: It is completely modeled and textured. Check out the video! A lot of the detail is lost in the YouTube compression, so here is also an image.
This guy flies around and fires a pretty nasty energy weapon.
He's so happy.
How cute, the next generation of evil invaders. They want to bite your face off.
The miracle of birth. Horrible, terrible birth.