Here are some NPCs from the Sokay Donut game I’ve been working on for forever. These characters are designed by our character designer Ricky Enriquez. I spent a couple days converting the game to AS3 in late May. Since then I’ve been polishing some things and working on getting the NPCs in it. I’ve been concentrating a bit too much on the presentation of the game and have returned to focusing on the gameplay, since it’s still not fully there yet. Right now I’m working on finding the fun, but it’s looking great so far.

This is a background concept I sketched out for a new project we started, a game that Chris is programming. It’s a Western so it’s gonna be a lotta fun.

Beyond this stuff I’ve been reworking the blog — I added the little video jukebox in the top right corner. I’m revising some of the other Sokay sites, experimenting with new ideas. I’m working with David Rodriguez on a more elaborate Luvtank.com as well.

Read on to see what’s been inspring me lately…

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I found this Papervision demo while searching for a method of character animation.


Clint Hannaford’s Papervision Character demo

This demo impressed the hell out of me. It was proof that 3d character animation could be awesome in Flash. I’ve been dabbling in Papervision stuff lately. It’s an extra layer of complication on top of AS3 but the payoff is worth it. I created a model in Maya, textured it, and loaded it into Flash and made it interactive. Unbelievable…

For animation, I figured I could either setup some complicated character rig by separating the character at the joints and linking the pieces together. Setting all of that up and creating a system to animate the keyframes would be much to time consuming. renderhjs, from the Flashkit forum, was creating his own custom system of animating the character in the 3d software and exporting the animation frame by frame and playing through the keyframes. I don’t exactly have time to figure that out either so I found Clint’s post searching Google in distress.

Clint explained to me that his character demo uses .md2 format, from Quake 2. It’s similar to, if not the same as, renderhjs’ method of character animation. He linked to this Papervision md2 parser and recommended that I try loading in some Quake 2 models and seeing how it works.