Daily Archives: May 11, 2014

More Networking! – Big Game Project

So this week, I got a lot of work done. I had trouble with the networking part of our game last week, but after getting some tips on how I should go about solving it, I fixed what I worked on for half a week in just one day instead. There is now a Game object called controller which has a controller script attached to it that handles all the RPCs that are sent to the other players. Instead of […]

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Program: Programming

More Networking! – Big Game Project

So this week, I got a lot of work done. I had trouble with the networking part of our game last week, but after getting some tips on how I should go about solving it, I fixed what I worked on for half a week in just one day instead. There is now a Game object called controller which has a controller script attached to it that handles all the RPCs that are sent to the other players. Instead of […]

/ Comments Off on More Networking! – Big Game Project
Program: Programming

More Networking! – Big Game Project

So this week, I got a lot of work done. I had trouble with the networking part of our game last week, but after getting some tips on how I should go about solving it, I fixed what I worked on for half a week in just one day instead. There is now a Game object called controller which has a controller script attached to it that handles all the RPCs that are sent to the other players. Instead of […]

/ Comments Off on More Networking! – Big Game Project
Program: Programming

More Networking! – Big Game Project

So this week, I got a lot of work done. I had trouble with the networking part of our game last week, but after getting some tips on how I should go about solving it, I fixed what I worked on for half a week in just one day instead. There is now a Game object called controller which has a controller script attached to it that handles all the RPCs that are sent to the other players. Instead of […]

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Program: Programming

Week 5

Week 5
Late post this week.. Last week’s feedback session gave us some things to think about although we already knew most of the things we heard from the playtesters.
This week has been spent on iterating my assets, changing the models and textures aswell as optimizing the normalmaps on the rock and trees. On the previous version we had 2 different Spruce models which I stuck into the ground to make them in different sizes on the terrain. Unfortunately placing assets […]

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Program: Graphics

Week 5

Week 5
Late post this week.. Last week’s feedback session gave us some things to think about although we already knew most of the things we heard from the playtesters.
This week has been spent on iterating my assets, changing the models and textures aswell as optimizing the normalmaps on the rock and trees. On the previous version we had 2 different Spruce models which I stuck into the ground to make them in different sizes on the terrain. Unfortunately placing assets […]

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Program: Graphics

Mechropolis: Main Menu

This week the major artifact I worked on was the main menu and options system. To give a more quality feel I believe that you must have a proper options menu by which you can tailor performance options after your system. Many indie games provides basic functionality such as window resolution and quality presets but I wanted to take that a step further and provide most customizable properties available. I’d rather give the player the option than not to.
The strength […]

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Program: Programming

Mechropolis: Main Menu

This week the major artifact I worked on was the main menu and options system. To give a more quality feel I believe that you must have a proper options menu by which you can tailor performance options after your system. Many indie games provides basic functionality such as window resolution and quality presets but I wanted to take that a step further and provide most customizable properties available. I’d rather give the player the option than not to.
The strength […]

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Program: Programming

Mechropolis: Main Menu

This week the major artifact I worked on was the main menu and options system. To give a more quality feel I believe that you must have a proper options menu by which you can tailor performance options after your system. Many indie games provides basic functionality such as window resolution and quality presets but I wanted to take that a step further and provide most customizable properties available. I’d rather give the player the option than not to. […]

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Program: Programming

Mechropolis: Main Menu

This week the major artifact I worked on was the main menu and options system. To give a more quality feel I believe that you must have a proper options menu by which you can tailor performance options after your system. Many indie games provides basic functionality such as window resolution and quality presets but I wanted to take that a step further and provide most customizable properties available. I’d rather give the player the option than not to. […]

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Program: Programming

Week 5

Week 5
Late post this week.. Last week’s feedback session gave us some things to think about although we already knew most of the things we heard from the playtesters.
This week has been spent on iterating my assets, changing the models and textures aswell as optimizing the normalmaps on the rock and trees. On the previous version we had 2 different Spruce models which I stuck into the ground to make them in different sizes on the terrain. Unfortunately placing assets […]

/ Comments Off on Week 5
Program: Graphics

Week 5

Week 5
Late post this week.. Last week’s feedback session gave us some things to think about although we already knew most of the things we heard from the playtesters.
This week has been spent on iterating my assets, changing the models and textures aswell as optimizing the normalmaps on the rock and trees. On the previous version we had 2 different Spruce models which I stuck into the ground to make them in different sizes on the terrain. Unfortunately placing assets […]

/ Comments Off on Week 5
Program: Graphics

Mechropolis: Main Menu

This week the major artifact I worked on was the main menu and options system. To give a more quality feel I believe that you must have a proper options menu by which you can tailor performance options after your system. Many indie games provides basic functionality such as window resolution and quality presets but I wanted to take that a step further and provide most customizable properties available. I’d rather give the player the option than not to. […]

/ Comments Off on Mechropolis: Main Menu
Program: Programming

Mechropolis: Main Menu

This week the major artifact I worked on was the main menu and options system. To give a more quality feel I believe that you must have a proper options menu by which you can tailor performance options after your system. Many indie games provides basic functionality such as window resolution and quality presets but I wanted to take that a step further and provide most customizable properties available. I’d rather give the player the option than not to. […]

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Program: Programming

Big Game Project (week6)

It’s been a productive week even dough the first days were spent discussing feedback from last week’s alpha presentation, we also had a meeting with a teacher about our graphical style and production pace which we needed some guidance and advice with.
Our work flow have been effected by that we constantly asked for feedback about the things we were doing on the graphical part instead of finishing it first, we believed this would save us time so that we didn’t […]

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Program: Graphics

Big Game Project (week6)

It’s been a productive week even dough the first days were spent discussing feedback from last week’s alpha presentation, we also had a meeting with a teacher about our graphical style and production pace which we needed some guidance and advice with.
Our work flow have been effected by that we constantly asked for feedback about the things we were doing on the graphical part instead of finishing it first, we believed this would save us time so that we didn’t […]

/ Comments Off on Big Game Project (week6)
Program: Graphics

Big Game Project (week6)

It’s been a productive week even dough the first days were spent discussing feedback from last week’s alpha presentation, we also had a meeting with a teacher about our graphical style and production pace which we needed some guidance and advice with.
Our work flow have been effected by that we constantly asked for feedback about the things we were doing on the graphical part instead of finishing it first, we believed this would save us time so that we didn’t […]

/ Comments Off on Big Game Project (week6)
Program: Graphics

Big Game Project (week6)

It’s been a productive week even dough the first days were spent discussing feedback from last week’s alpha presentation, we also had a meeting with a teacher about our graphical style and production pace which we needed some guidance and advice with.
Our work flow have been effected by that we constantly asked for feedback about the things we were doing on the graphical part instead of finishing it first, we believed this would save us time so that we didn’t […]

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Program: Graphics

Weekly update #6 – Technical difficulties

This week I wasn’t really sure what to write about, because on Monday everything was working fine. I worked on a buff system. Which I got working on Monday. Then on Tuesday we got a new map, I downloaded the map and after that weird things started happening. First the soldiers (or creeps as they are called in other MOBA games) started warping around the map. I tried to fix that by trying to get the Astar path finding script […]

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Program: Programming

Weekly update #6 – Technical difficulties

This week I wasn’t really sure what to write about, because on Monday everything was working fine. I worked on a buff system. Which I got working on Monday. Then on Tuesday we got a new map, I downloaded the map and after that weird things started happening. First the soldiers (or creeps as they are called in other MOBA games) started warping around the map. I tried to fix that by trying to get the Astar path finding script […]

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Program: Programming

Big game project – E.R.A – Eternal Resonance Arena – Post 4

This week our producer and i wrote down every single asset we have left to make and put them on the whiteboard so we easily could get a overlook. After seeing what we had left we decided to focus this week on texturing everything and we nearly reached our goal part from a few small things. Anyhow i’ve been working with finishing up our boss minion, our ranged soldier and mainly a lot of time this week has been spent […]

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Program: Graphics

Big game project – E.R.A – Eternal Resonance Arena – Post 4

This week our producer and i wrote down every single asset we have left to make and put them on the whiteboard so we easily could get a overlook. After seeing what we had left we decided to focus this week on texturing everything and we nearly reached our goal part from a few small things. Anyhow i’ve been working with finishing up our boss minion, our ranged soldier and mainly a lot of time this week has been spent […]

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Program: Graphics

Sixth week of Big Game project

Time is flying past and soon it is time for GGC. We had a lot to do this week and we were supposed to have our feature freeze after this week.
However, I could not work as much because I got sick halfway into the week and was bedridden for the remainder of the week. But what I did get done was that I created control nodes that the teams can take over to gain presence on the map. When the […]

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Program: Programming

Sixth week of Big Game project

Time is flying past and soon it is time for GGC. We had a lot to do this week and we were supposed to have our feature freeze after this week.
However, I could not work as much because I got sick halfway into the week and was bedridden for the remainder of the week. But what I did get done was that I created control nodes that the teams can take over to gain presence on the map. When the […]

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Program: Programming