BGP Week 3: Ghouls

We are progressing steadily, jump animations and spells has been implemented, and placeholder enemies have been given functional AI. The boss unit has been given it’s first set of animations, along with some planned recoloring, that I’ll get into later. The cave has also begun to take shape, with several assets being modeled by our 3D artists this week.

Personally, I’ve been been working on animations and concept art, as usually. I Made the concept art for the ghoul, an undead man-eating djinni from arabic folklore, that is quite popular in modern fantasy. I gave the ghoul large hands and claws, since it would be their primary tool for ripping their victims apart and attacking Mokhtar (the ghoul might end up ranged in the end though, which would render the meaning of the hands misleading). The ghoul’s body is thin and starved, and he wears a torn loincloth and ripped turban to illustrate their poverty, a trait which puts them in contrast to the wealthy boss, as well as complimenting their hunger. He also wears a pair of ear rings, which apparently symbolize bad behavior in some middle-eastern cultures.

ConceptArt_Ghoul_Blogg

When talking about colors for the ghouls, we came to the conclusion we should change the color scheme for the boss. The original color scheme for the boss was almost the same as Mokhtar’s, and we needed to have more contrast. We also decided that we would give the enemy djinns will be given a more unnatural skin color (mokhtar, who is a djinn in disguise will not be changed). We chose to give the djinn a  blue white to grey color, a color often chosen for djinn in old arabic artwork that will presumably also have them blend into the blue areas of the cave, still ticking out a bit due to the orange colored clothes, and red spots on the skin.

We are still having problems with animating the spider, I have not had a go at it myself, but some of the other artists have tried but not gotten anywhere. We intend to bring the file  to the tutoring on monday, since the problem seem to be of a technical nature. Hopefully we’ll get to the bottom of it next week.