Post date: Sep 20, 2016 4:28:9 PM
Using raycasting, we managed to create a surface coverage detection system for the artwork which is a pretty big step in our game (see the video below). The system uses a series of rays cast from 0.5 units behind the painting to 0.5 units in front of the painting(this is because the artwork and the paint splatter pngs are both flat so the paint is sometimes not detected) to detect if paint has been splattered and changes the color of the shader when the painting is destroyed (right now 35% covered). The amount of rays spread across the surface are easily adjustable for really dense detection or spread detection.
We're also considering having a sort of "hot spot" system for the painting where a single paint splatter will deal the most damage (the rays will be more dense in these spots). Hot spots will be areas of significance on the painting like the face of Mona Lisa or the stars in Starry Night.
Aside from programming, the modelling, rigging, and animating for the base guard is close to completion. Using the base guard, we will create multiple different guards with subtle differences (such as a beer gut or skin color) to create a whole guard staff. This will be most of the character modelling for the game.