Mech Starter Kit Update Jan 09
by Britt Scott · 01/20/2009 (10:55 am) · 3 comments
I'm passed due for a post, so here it is. The Mech Starter Kit has fallen behind schedule due to time constaints. Meaning, me not having time. I recently acquired an internship working on an MMO. That tacked onto my paying job gives me little free time. I have made the decision to cut some things that I know that I will not be able to complete.
Cutting floor:
Weapon Cycling
A.I.
Multiplayer
I just need to finish getting Maxim's spidermech in-game. Hopefully, that won't take too much longer. Just having trouble with the collision, but I think it might be a 3ds max issue. Hopefully once it's released, the community can fill in the gaps and make it a worthwhile kit. Thanks.
Cutting floor:
Weapon Cycling
A.I.
Multiplayer
I just need to finish getting Maxim's spidermech in-game. Hopefully, that won't take too much longer. Just having trouble with the collision, but I think it might be a 3ds max issue. Hopefully once it's released, the community can fill in the gaps and make it a worthwhile kit. Thanks.
About the author
Attended Brown College in Mendota Heights, MN for Game Design and Development. Projects include the Mech Starter Kit and the Battle Frog. Currently working toward a game design career.
#2
Quite an undertaking. You might want to check out my project at http://virtualcommander.com/ as I might be able to help you point you the right direction on some of the issues.
Thanks.
01/20/2009 (4:19 pm)
Britt,Quite an undertaking. You might want to check out my project at http://virtualcommander.com/ as I might be able to help you point you the right direction on some of the issues.
Thanks.
#3
01/21/2009 (6:05 am)
yo. good to hear... will finish spidermech shortly than!... need only animate 6 leg walking cycle properly... already found reference ^___^
Torque Owner Brad Chalmers
Congrats on the internship.
Fantastic job so far, looking forward to see how you've done damage modelling.