I'm working to develop this game along in my spare time in Unreal Engine 4. The core of the gameplay revolves around a rolling physics-enabled quadropus with physically simulated tentacles. The simulation is driven by Unreal's built-in physics with very few changes. The robustness of the simulation comes from very careful tuning and setup. Check out our latest work in progress in the video below:
This MEL script renders an animated scene from any number of angles. The resultant images can then be stitched together into a sprite sheet for use in a 2D game.
This shader allows you to use an RGBA specular color map to drive both the size and color of the specular highlight. RGB controls the color and the Alpha channel controls the specular exponent.
This shader also uses partial lambert lighting to give a nice, soft falloff when lit.
This shader extends my colored specular shader to allow the user to create layered textures with separate scrolling UVs.
Attach the script to an object using this shader and you are ready to set it up and go!