The Burglar.  Development diary for an online 3d game.

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All demos

WEEK 1
This is what usually happens with ".w3d" LW bones

WEEK 2
No examples made this week

WEEK 3
trails1

WEEK 4
pac man tile style AI
3d tile maps

WEEK 5
timeout() overlay fader
fog + mist 1
fog + mist 2

WEEK 6
Camera changing + collision
IK to FK Bake
Inventory between shockwave movies
Combination lock

WEEK 7
Music Score
Bones animation choosing
Burglar uv texture map
Baked shadows for architecture

WEEK 8
Radiosity renders
Some test renders
Alpha channels
AI behaviors Attack & wander
Final collision behavior with pissing behavior
Inventory Screen
screen shots

EVALUATION
The Burglar Beta

WEEK 9
3D a-star pathfinder + tile map editor
Tweaking the transform() object for controlling bone motion + looking at enemy's

WEEK 10
new character collision and behaviors script - 119 kb
Killing models via OOP - 9kb
Keyframe versus bones animation - 107kb

WEEK 11
2D semi-random path trajectories via imaging lingo 3 kb
3D semi-random path trajectories via OOP lingo 8 kb

WEEK 12
A new rendition of the A*Pathfinder with more behaviors 285 kb

WEEK 13
AABB collision detection ( 1 boid ) 5 kb
AABB collision detection ( 60 boids ) 5 kb

WEEK 14
lightwave content folder mocap (VERY CAMP) 195 kb