Daily Archives: May 19, 2014
Big game project – E.R.A – Eternal Resonance Arena – Post 5
This week i’ve mainly focused on getting the map as done as possible, as well as taking a first look at particle effects. We weren’t at all happy with how our map looked and so i decided to take on the trees and create a few variations on them. We soon came to realize that we had to break up the dark pineforest with some leaftrees and different colors. The ground on our map was rather boring as well so […]
Big game project – E.R.A – Eternal Resonance Arena – Post 5
This week i’ve mainly focused on getting the map as done as possible, as well as taking a first look at particle effects. We weren’t at all happy with how our map looked and so i decided to take on the trees and create a few variations on them. We soon came to realize that we had to break up the dark pineforest with some leaftrees and different colors. The ground on our map was rather boring as well so […]
Big game project – E.R.A – Eternal Resonance Arena – Post 5
This week i’ve mainly focused on getting the map as done as possible, as well as taking a first look at particle effects. We weren’t at all happy with how our map looked and so i decided to take on the trees and create a few variations on them. We soon came to realize that we had to break up the dark pineforest with some leaftrees and different colors. The ground on our map was rather boring as well so […]
Big game project – E.R.A – Eternal Resonance Arena – Post 5
This week i’ve mainly focused on getting the map as done as possible, as well as taking a first look at particle effects. We weren’t at all happy with how our map looked and so i decided to take on the trees and create a few variations on them. We soon came to realize that we had to break up the dark pineforest with some leaftrees and different colors. The ground on our map was rather boring as well so […]
ERA – Week 7 of Production
This week I mainly worked on a myriad of smaller tasks. Either to patch up or polish existing behaviors or to add new smaller features to the game.
One thing I did was to make sure all renderers (drawable parts) of an object responded to the fog of war. So if an object is in the fog, it and all its GUI layers will be invisible to the enemy teams camera.
I also added a basic GUI setup to the commander, similar […]
ERA – Week 7 of Production
This week I mainly worked on a myriad of smaller tasks. Either to patch up or polish existing behaviors or to add new smaller features to the game.
One thing I did was to make sure all renderers (drawable parts) of an object responded to the fog of war. So if an object is in the fog, it and all its GUI layers will be invisible to the enemy teams camera.
I also added a basic GUI setup to the commander, similar […]
ERA – Week 7 of Production
This week I mainly worked on a myriad of smaller tasks. Either to patch up or polish existing behaviors or to add new smaller features to the game.
One thing I did was to make sure all renderers (drawable parts) of an object responded to the fog of war. So if an object is in the fog, it and all its GUI layers will be invisible to the enemy teams camera.
I also added a basic GUI setup to the commander, similar […]
ERA – Week 7 of Production
This week I mainly worked on a myriad of smaller tasks. Either to patch up or polish existing behaviors or to add new smaller features to the game.
One thing I did was to make sure all renderers (drawable parts) of an object responded to the fog of war. So if an object is in the fog, it and all its GUI layers will be invisible to the enemy teams camera.
I also added a basic GUI setup to the commander, similar […]
Map Update (Big Game Project)!
For the last two weeks I have mostly been working on the map, adding trees and bushes. No problems have happened but I have redone the work three times due to opinions regarding the distance between the trees. We now have three different trees on the map, two different bushes and grass. It is starting too look real nice and Amanda has placed out props around the map as well.
I have also been modifying all buildings with team colors so […]
Map Update (Big Game Project)!
For the last two weeks I have mostly been working on the map, adding trees and bushes. No problems have happened but I have redone the work three times due to opinions regarding the distance between the trees. We now have three different trees on the map, two different bushes and grass. It is starting too look real nice and Amanda has placed out props around the map as well.
I have also been modifying all buildings with team colors so […]
Map Update (Big Game Project)!
For the last two weeks I have mostly been working on the map, adding trees and bushes. No problems have happened but I have redone the work three times due to opinions regarding the distance between the trees. We now have three different trees on the map, two different bushes and grass. It is starting too look real nice and Amanda has placed out props around the map as well.
I have also been modifying all buildings with team colors so […]
Map Update (Big Game Project)!
For the last two weeks I have mostly been working on the map, adding trees and bushes. No problems have happened but I have redone the work three times due to opinions regarding the distance between the trees. We now have three different trees on the map, two different bushes and grass. It is starting too look real nice and Amanda has placed out props around the map as well.
I have also been modifying all buildings with team colors so […]
Pre-Beta Week
It’s eight workdays unitl Gotland Game Conference(GGC) and the end of this schoolyear. This means that we have eight workdays to finnish our game Defunct. All the major parts of the game are in place but there is some small things that still needs to be done, and some things we will skip for GGC such as the level select screen we first planed on having.
Mockup of the level select screen.
Sounds
I implemented the sounds last week. […]
Pre-Beta Week
It’s eight workdays unitl Gotland Game Conference(GGC) and the end of this schoolyear. This means that we have eight workdays to finnish our game Defunct. All the major parts of the game are in place but there is some small things that still needs to be done, and some things we will skip for GGC such as the level select screen we first planed on having.
Mockup of the level select screen.
Sounds
I implemented the sounds last week. […]
Mechropolis: nearing completion
We are nearing the first finish-line for Mechropolis, namely Gotland Game Conference 2014. I dare to say though that we are quite behind schedule, or at least behind our initial estimates. Nevertheless we are adamant about having a proper version ready for GGC and without doubt will we reach a presentable product.
Keybindings
The work of this week is mostly related to more menu functionality (keybindings) and some trivial bug fixes. Suprisingly, NGUI does not provide a keybinding script for an input […]
Mechropolis: nearing completion
We are nearing the first finish-line for Mechropolis, namely Gotland Game Conference 2014. I dare to say though that we are quite behind schedule, or at least behind our initial estimates. Nevertheless we are adamant about having a proper version ready for GGC and without doubt will we reach a presentable product.
Keybindings
The work of this week is mostly related to more menu functionality (keybindings) and some trivial bug fixes. Suprisingly, NGUI does not provide a keybinding script for an input […]
Mechropolis: nearing completion
We are nearing the first finish-line for Mechropolis, namely Gotland Game Conference 2014. I dare to say though that we are quite behind schedule, or at least behind our initial estimates. Nevertheless we are adamant about having a proper version ready for GGC and without doubt will we reach a presentable product.
Keybindings
The work of this week is mostly related to more menu functionality (keybindings) and some trivial bug fixes. Suprisingly, NGUI does not provide a […]
Mechropolis: nearing completion
We are nearing the first finish-line for Mechropolis, namely Gotland Game Conference 2014. I dare to say though that we are quite behind schedule, or at least behind our initial estimates. Nevertheless we are adamant about having a proper version ready for GGC and without doubt will we reach a presentable product.
Keybindings
The work of this week is mostly related to more menu functionality (keybindings) and some trivial bug fixes. Suprisingly, NGUI does not provide a […]
BGP: Week Seven
Much last last week I continued working on my assigned illustrations. It is slowly going forward, perhaps to slow. This weeks focus has been to get the illustrations to a finished level. At this point it is important that every card has an illustration even if it is not good enough. Better to have something than nothing I suppose.
This week I managed to complete all the resource cards, which is good. I think they will suffice, the important part in […]
BGP: Week Seven
Much last last week I continued working on my assigned illustrations. It is slowly going forward, perhaps to slow. This weeks focus has been to get the illustrations to a finished level. At this point it is important that every card has an illustration even if it is not good enough. Better to have something than nothing I suppose.
This week I managed to complete all the resource cards, which is good. I think they will suffice, the important part in […]
Beta is right around the corner!
I have had a lot to do the last couple of weeks, the Alpha has come and gone, and the Beta is right around the corner.
This is what I have been up to.
Firstly I spent a lot of time learning about the A* navigation project, which we switched to because of unity´s navmesh system not supporting detailed enough baking for the size of map we are using.
Switching to A* was quite the task, since we needed to re-write a lot […]
Beta is right around the corner!
I have had a lot to do the last couple of weeks, the Alpha has come and gone, and the Beta is right around the corner.
This is what I have been up to.
Firstly I spent a lot of time learning about the A* navigation project, which we switched to because of unity´s navmesh system not supporting detailed enough baking for the size of map we are using.
Switching to A* was quite the task, since we needed to re-write a lot […]
BGP Week 7
During this week I worked on some more animations and a box that will be used in the intro cinematic.
In the intro cinematic the robot will fall out of a big cargo ship in a box, when the box falls to the ground it breaks and the robot is revealed.
When I created the box I just took a standard cube and extruded all the sides inwards, and that’s about it for the modeling, the icon on […]
BGP Week 7
During this week I worked on some more animations and a box that will be used in the intro cinematic.
In the intro cinematic the robot will fall out of a big cargo ship in a box, when the box falls to the ground it breaks and the robot is revealed.
When I created the box I just took a standard cube and extruded all the sides inwards, and that’s about it for the modeling, the icon on […]