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Beta, Skyrim Modding, and Yay for Progress

So we’re in Beta now! Sweeeet. We’re taking a little break this week to catch up on all the other classes we’ve been neglecting. I’m a bit behind on the animation for the trailer but it’s coming along nicely. The rigs aren’t terribly broken and I’ve been able to get nice walk cycles for both Molly and Robobunny.

The sad thing is that since Robobunny isn’t skinned (his geometry is just parented to the joints) Unity’s Mecanim refuses to bring in my animation correctly. Learn from my mistake: SKIN YOUR CHARACTERS! Or somehow cache the animation to the geometry. In my case, it would be quicker for me to just skin it and reanimate.

Cute, isn’t he?

In the meantime, we are taking care of business in terms of bug-squashing, AI-adjusting, and beautifying everything. Especially the inventory.. dear God.. we need to change it. Another issue to address is that it’s relatively easy for the player to just run out into the floor and get attacked and die. Very quickly. It’s tricky and fun, but is it too quick? I’m used to it, so we’ll have to start playtesting soon.

Also, I don’t know if I mentioned this but I am making a Skyrim mod for my Writing for Video Games class. The creation kit is pretty neat! We’ve already created some custom NPCs and done some dialogue branching and voice overs. Check it out!

My paper concept for this week is a draft of our script and a breakdown of the quest stages. We worked on dialogue branching all day yesterday. Pretty happy with our progress so far!

ModScript