In preparation for creating my first video game trailer, I have updated some of the visual aspects for Spider Swarm to hopefully produce a better video without lying about the gameplay. While I am sure it would have been much easier to just take the environment models and use Blender to make a full CGI trailer like many games do now a days, it felt a lot like lying to me if the footage show was not something you could actually expect to happen in gameplay. As a gamer I personally hate when games try to pull this cheap trick of not showing you what the real game is and instead just glossing it over with something mildly related. Hopefully with these updates I will be able to create a fun an interesting demo trailer to post here in the coming weeks. Thankfully most of the visual changes we possible due to the animations that came pre-made for the fantasy spider model in the Unity asset store.
Added a basic muzzle flash for the rifle.
When spawning enemies burst out of the ground.
When dying enemies sink back into the ground after their death animation is finished.
Enemies now have hit animations (2 unique ones) and hit sound effects (2 unique ones).
Enemies now have an additional death animation and more death sound effects.
Enemies now have an additional attack animation and more attack sound effects.
Rest period now has a count down timer to keep player ready for incoming spiders.
Spiders are a little less likely to climb on top of each other in large numbers.
Spiders now use a third spawn zone.
Spiders now spawn in smaller groups rather than all at once per wave.
Added small ammo pack in the beginning of the scene.
Axe now uses a sound effect when swung.
Attacks no longer loop instantly, they now wait for their animation/sound to finish before looping.
Added different music for both battling and resting. Note that the battling music is from the video game Pain Killer and is not mine.
Lowered player max hp to 200 as the rifle makes things too easy for 500.
Lowered ammo boost from ammo boxes to only grant 15 shots.
In an attempt to learn a new character modeling process I began working on this character using instructions provided from my teacher Alex Meyers. While his approach to character modeling is quite different from my own and did not work out perfectly for me, I was pretty satisfied with the resulting character I had created. The character below is based on some reference images I got through a random google search. Besides the initial reference images, I handled the modeling, texturing, and animation on my own. I also followed along with the Boids Particle System tutorial created by “The D-dub Show” to create the goblin horde animation.
Horde Goes to the Beach
Front reference image.
Side reference image.
Front view of the goblin.
The goblins adorable little backside.
A nice artsy view of the goblin. Definitely fibonacci.
The goblins body texture (I’m quite proud of the shorts).
In hopes of further improving my modeling skills I decided to cruise on over to YouTube and watch some tutorial videos. It was there that I stumbled upon the very talented D-Dub Show and his excellent tutorial series about making a Tim Burton style character in Blender. While unfortunately I had some trouble here and there with things like the hair particle system which apparently hated my characters eye brows (if I didn’t add the modifier in the incorrect order the hair would always appear on the models teeth) and character conversion (for some reason changing Tim’s base modeling into Elizabeth caused the entire rigging system to break) I think everything came out quite well. Unfortunately since Elizabeths rig completely broke I was unable to mover her around in the final renders so while she still works in her own file (not pictured here) she is pretty boring when hanging out with Tim (no only because of his creepy suspicious look).
While working on this series I learned a lot about modeling including facial animation, rigging, texture painting, clothing creation, and much much more. I highly recommend the Tim Burton Style character video to anyone who may be unfamiliar with character modeling in Blender and is willing to deal with Blenders seemingly endless list of bugs.
The initial head of Tim when viewed from the front.
This 2D character sprite was created for the Kickstarter game Artizens. The game Artizens is featured around the core idea of allowing players to customize their character in any way possible. In order to help with the initial launch phase of their game I used a traditional Japanese theme when designing this characters armor as I feel many of the less creative or artistic players will be able to use his armor as a launching point for designing their own characters.
A strategy game about the struggles faced by the 1940’s British city of Coventry while being under constant bombardment of the Germans Luftwaffe airforce. This game is recommended for 4 players ages 13 and up.
40 colored territory markers (10 markers for each player. Use one color per player)
Pack of follower stones (many)
Pack of damage tokens (25)
25 parish markers
Be the first suffragan bishop to build ten parishes or have the most parishes after every territory has been built on.
Each Territory card represents one part of the city of coventry and has an image on it to determine which type of territory it is.
Industrial Territory (image of a factory): The owner of this Territory may add one Building Materials Donation card to their hand at the start of each of their turns the Territory is undamaged.
Commercial Territory (image of a shopping cart): The owner of this Territory may add one Cash Donationto their hand at the start of each of their turns if the Territory is undamaged.
Residential Territory (image of a house): The owner of this Territory may add one Follower Stone to this territory at the start of their turn if the Territory is undamaged and the Territory has less than 10 Follower Stones on it.
Suffragan Bishop Abilities
When a player stops on any Territory other than Haigh’s Parish they may use one of the following abilities after paying its Donation cost:
Gather Volunteers: Remove on Damage Token from the current territory.
Cost: One Building Material Donation card or two Cash Donation cards.
Promote Family Wellness: Add Follower Stones to the current Territory.
Cost: One Cash Donation card per Follower Stone.
Attract Followers: Remove Follower Stones from the current Territory and place half of them on any opponent Territory and the other half on any one of your Territories. The total follower stones on any Territory may not exceed 10.
Cost: One Building Material Donation card per Follower Stone.
Build Parish: Add a Parish marker to the Territory if it has 10 Follower Stones. The Parish belongs to whoever owns the Territory even if it is the player who built it is not the owner.
Cost: Two Building Material Donation cards and Two CashDonation cards.
If during their turn a player accomplishes the task on their Haigh Mission card they may choose any Territory on the board that does not have a Parish marker on it and is adjacent to any Territory they own and replaces the original owners Territory Marker with their own.
If at any point a Territory has no Follower Stones and no Parish Marker on it then the owners TerritoryMarker isremoved. If there is no Territory Marker on a Territory then the first player to add FollowerStones to it may place one of their Territory Markers on the Territory.
Dealer places the Haigh’s Parish card in center of the board and places a single Parish Marker on top of it.
Dealer then places the remaining Territory cards randomly face up around Haigh’s Parish forming a 5 x 5 card grid with Haigh’s Parish in the center.
Each player picks one Territory adjacent to Haigh’s Parish and places one of their Territory Markers and a Parish Marker on top of it.
After all players have picked their starting Territory they take turns picking one Territory at a time and placing only a Territory Marker on it.
All Territories must be adjacent to another Territory that the player owns.
Players cannot pick Haigh’s Parish.
If there are no vacant adjacent Territories for the player to claim then current player must skip their turn.
After all Territories have been picked players then place one Follower Stone on each of their territories.
The game is now completely setup and may begin.
How to Play
During their turn a player will:
At the start of their turn a player will add one Building MaterialsDonation card for each of their undamaged Industrial Territories and one Cash Donation card for each of their undamaged Commercial Territories.
If there are not enough Donation cards left in the deck then the player may only pick up what is available (all used Donation cards should be returned to the deck).
After gathering their Donation cards the player then rolls one die.
The player can then move their player token the amount of spaces shown on the die in any direction.
Depending on the Territory card the player lands on they can either:
Draw a Mission Card if they land on Haigh’s Parish and they do not already own one.
Use a Suffragan Bishop ability if they are on any Territory other than Haigh’s Parish.
Choose not to use an ability.
After the player has decided what they want to do on the Territory they end their turn and the next players turn begins.
After all players have had one turn, one player then rolls both dice and adds their values together. Any territory with the same number as the summed value of the dice is hit by the Luftwaffe air force and must have 4 Follower Stones (or as many as possible) removed from it and one Damage Token added on top of the territory.
If at the end of their turn a player has 10 Parishes, or every Territory has a Parish then the game is over and the player with the most Parishes wins.
The carrying case for Keep Calm and Carry On.
All the game pieces in the box.
Parish and player markers.
The game view of a typical game in progress.
The game view of the board for a typical game in progress.
One deck of printed game cards or a deck of standard poker cards.
If you are using poker cards the face cards represent Move Forward Two Spaces (Jack), Move Backward Two Spaces (Queen), Draw Two Item Cards (King), and Empty Backpack (Ace) Artifacts and the numeric cards are Traps whose strength is determined by their numeric value.
2 six-sided dice.
2 player pieces, one black and one white.
14 glass gems.
Be the first explorer to gather 7 legendary stones housed in the temple while gathering Traps and Artifacts to slow down your rival explorer.
Lay the board down on a flat surface and place all the stones in the Dimensional Vault and the player pieces on the respective starting spaces.
Now that all the game pieces have been placed, you and your opponent decide who will go first with the competition of your choice (dice roll, rock-paper-scissors, etc.)
How to Play
During their turn a player will:
Roll both dice.
The player then picks one of the dice and draws that many cards from the deck and places them in their Backpack (hand).
If the player has more than five cards in their Backpack they must discard until they have exactly 5 cards or less.
The player then moves their games piece toward their opponents starting space (the players goal) the number of spaces on the remaining die.
If the player lands on a Trap (face down card) they must play one card from their Backpack onto the table and flip the trap face up.
If the players card has a lower value than the placed Trap card, they fail to disarm the Trap must move their game piece back to start.
If the players card has a higher value than the placed Trap card, both Trap cards are removed from the board.
If the placed Trap card was really an Artifact card they must immediately activate it’s effect (see materials for effects if you are using poker cards).
If the player lands on an empty space they may place any Trap or Artifact card from their Backpack face down on the space.
If the player lands on the same space as their opponent they do not activate any face down Traps and instead battle the opponent. To battle each player places three Trap or Artifact cards face down on the table. The player with the highest sum (Artifacts are 0) wins and stays on the space. THe player with the lowest sum goes back to start and gives their remaining cards to their opponent.
If a player has moved onto the opponents starting space (or past it) they collect one blue power stone and return to their starting space.
After a player has finished moving their turn is over.