Our UDK character content pipeline for Rooks Keep.
Greetings all!
This is a blog post I created a while back which goes over the character content pipeline for "Rooks Keep". It's a UDK based project, so it goes over what needs to be done within UnrealEd. A few things have changed since, such as more animations, FX, sounds, well everything, but it's basically the same pipeline. Also, I don't go into 'how to create the content', it's about the content requirements and getting them game-ready.
http://www.runestorm.com/blog/2012/02/04/rooks-keep-character-content-elements/
I hope it's at least a bit insightful :)
This is a blog post I created a while back which goes over the character content pipeline for "Rooks Keep". It's a UDK based project, so it goes over what needs to be done within UnrealEd. A few things have changed since, such as more animations, FX, sounds, well everything, but it's basically the same pipeline. Also, I don't go into 'how to create the content', it's about the content requirements and getting them game-ready.
http://www.runestorm.com/blog/2012/02/04/rooks-keep-character-content-elements/
I hope it's at least a bit insightful :)
Comments
@Tuism: RK is like deathmatch arena game now, with one of the game-modes being Chess (and another is a variant where you get an opportunity to fight the attacker in real-time).
Weirdly, the actual 3d content creation (character meshes, environment meshes) was pretty quick. But animation coding and the actual combat system has been a long and torturous process. :\
Nolan: Most of the coding, character modeling, concept art, FX.
Me: Animations, texturing, environment models, sound, music, level design, FX.
Logan: Mostly UI code and some smaller code jobs.
I really need to make an effort to update our blog more regularly. Seems like there is an endless amount of work to be done all the time :P
So how goes your game?