Developer Update Alpha (Week4) Connor W

This week was the last week of alpha production. The team met most of the goals we'd set ourselves. Below is a bunch of stuff that I got done this week.

 I decided to start this week of with something relatively easy so I decided to model, rig and animate the drones the second boss will use a weapons. This was a pretty simple task and I knew it would only really take a day. We settled on a design that was modular, allowing the drones to fit together when attached to the boss. This image shows the simple rig made for it.

I decided to start this week of with something relatively easy so I decided to model, rig and animate the drones the second boss will use a weapons. This was a pretty simple task and I knew it would only really take a day. We settled on a design that was modular, allowing the drones to fit together when attached to the boss. This image shows the simple rig made for it.

 This image shows the basic animation capabilities of the rig. In this image the drone is in a position where it will launch at the player and stick into the ground.

This image shows the basic animation capabilities of the rig. In this image the drone is in a position where it will launch at the player and stick into the ground.

 This was the initial silhouette that I drew for the second boss. A lot of discussion was already had by this point and the reference gather had also been done much earlier so this was decided on pretty fast.

This was the initial silhouette that I drew for the second boss. A lot of discussion was already had by this point and the reference gather had also been done much earlier so this was decided on pretty fast.

 This image just shows some further design iteration once the idea was finalized. As you can see I really liked the idea of the eyes mirroring the real world influence of the design, so I created a mechanical version of a cuttlefish type eye.

This image just shows some further design iteration once the idea was finalized. As you can see I really liked the idea of the eyes mirroring the real world influence of the design, so I created a mechanical version of a cuttlefish type eye.

 The redone activate animation which fits the new mesh as well. I wanted to make the activate animation feel very composed at the beginning of the fight. So when the boss dies it feels looser and less composed.

The redone activate animation which fits the new mesh as well. I wanted to make the activate animation feel very composed at the beginning of the fight. So when the boss dies it feels looser and less composed.

 Speaking of the death animation: I also finally got to finish the new death animation for the new mesh as well. As you can see this death animation is a lot less mechanical than the activate. This is intended to make the boss feel frantic an weak at the end of the fight.

Speaking of the death animation: I also finally got to finish the new death animation for the new mesh as well. As you can see this death animation is a lot less mechanical than the activate. This is intended to make the boss feel frantic an weak at the end of the fight.