Hello all…
I’ll give this a try.
Good luck to ya all.
UGAC - PROP 102 - ULTIMATE CRATE/BARREL - theSuit
Ok so this is the first concept (probably the only one too lol)
I’m thinking of an Adventure Cartoony Fantasy game in the line of gameplay of MegaMan.
The crate will have moving capabilities and although its not very fast for the low level player it will present somewhat of a challenge to hunt down xpecially if it has climbed up on a wall or rock. The hero must shoot it to release what the crate contains and once it does the crate will shoot the item in the air presenting yet another difficulty for the hero since it can be lost depending on the situation. Therefore a player must know when to shoot and when not to.
This machines are always running hot therefore they must stop every now and then to cool off. In an advanced level the hero could obtain heat seeker rockets thus making it easier to aim at them.
They also have a blank screen on the center that with the proper ability a player could scan to see what’s inside in the shape of an icon representing the category of item stored. Like for example weapons, energy related, or sometimes a question mark.
This things could also just explode real hard harming the player at a close distance or knocking the player and every other AI at a far distance (thought so that a player could use this to his advantage)
Anyway… C&C NEEDED!!! LOL
[img]http://www.blumedia.tv/cgtalk/ugac102/concept.jpg[/img]
Excellent concept! I like the idea of the crate running away from the player. Good concept sketch as well, cant wait to see this in 3d. Gogogo!
Thanx for the comment Supervlieg!..
By the way does anyone know if I can get away with making the smoke in some way…
This is my first time doing game props… Is there a way to get away with animating smoke or using animated textures, that way I could also animate the statics in the center screen of my crate… that would be cool…
You can make a sprite with an animated smoke sequence on there. A sprite is like a plane thats always facing the camera. If you have a good smoke animation it could work really well.
That sounds like what I’m looking for… but I’m not sure it would fit with the technical regulations of this challenge…:shrug:
Jeez I got so much to learn from this!!! I actually always wanted to have an excuse to bake complex lights into a texture in Maya… plus gotta re-learn how to normal map!
To fit the regulations, just put the first frame of the smoke sequence on your 512 texture. Afterall the rules only require you to enter a still.
After the competition is finished, make it a seperate animated sequence.
This is definetely one of my favs so far. I love your style. 
Can’t wait to see more!
-eric
You could probably specify in your submission that a heat-wave shader would be used on the area immediately above the cannon - this is a popular shader, they have it in metroid prime, RE4, wind waker, lots of games now. That might look cooler and more subtle than smoke, and the judges might allow you to simulate the shader in photoshop? I’m not sure.
EDIT - Ha! I totally forgot to say that I really liked it and I think your entry gave the most thought to how it would actually function in a new and cool way in-game. This is my favorite!
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