Last week we added .md5 file support which allows us to get animations into our game (i.e. no more static t-pose characters flying around screen) these files were the ones used in doom which is pretty neat. I loved playing doom as a kid... I'm amazed my parents would let me play it when I was so young. It's cool now that I finally understand how these games work and I'm making my own. Really opens my eyes.
DOOM
This step of getting fully animated models into the game is a big one. Our original goal for our game was to have a large variety of enemies that would appear on screen so we have to start working on getting one fully animated model into the game each week. This is going to be a large work load for our animator and artists.
Main character animation plans
As a side note... our lead level designer has decided to leave the course which is both sad and troublesome. He is a great friend who will be missed and a great level designer. This will add some strain on the rest of our team and we won't know until next week if we are getting a new member. There is also a chance our group will be dissolved into other groups... Which I hope does not happen because I am really enjoying this years game. We will miss you Colin.
Fort Fortnight Studios 2013 (Not pictured, Josh Liew)
So this is a bit of a curve ball but I think we got this. We are all close friends and just like doing the work so here we go! Things are finally underway!
To end.... a joke. This is a little relevant to last week's blog talking about work loads. (I'm not sure why he' holding a sword in this picture...)



