Yearly Archives: 2014

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. […]

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Program: Programming

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. […]

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Program: Programming

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 […]

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Program: Programming

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 […]

/ Comments Off on Mechropolis: nearing completion
Program: Programming

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 […]

/ Comments Off on Mechropolis: nearing completion
Program: Programming

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 […]

/ Comments Off on Mechropolis: nearing completion
Program: Programming

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 […]

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Program: Graphics

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 […]

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Program: Graphics

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 […]

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Program: Programming

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 […]

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Program: Programming

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 […]

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Program: Graphics

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 […]

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Program: Graphics

Big Game Project: Defunct: Week 7

I had some goals for my level, I needed to continue decorating, fix collisions, add physical objects (that you can run into), rename and group my objects and remove animators from them. However, decorating the level, adding trees, junk, rocks, houses and grass in all empty areas takes an incredible amount of time.
We have levels that are huge, while having quite a high standard on decoration. You can’t simply spray trees and rocks everywhere.
 
As you can see, we decorate […]

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Program: Graphics

Big Game Project: Defunct: Week 7

I had some goals for my level, I needed to continue decorating, fix collisions, add physical objects (that you can run into), rename and group my objects and remove animators from them. However, decorating the level, adding trees, junk, rocks, houses and grass in all empty areas takes an incredible amount of time.
We have levels that are huge, while having quite a high standard on decoration. You can’t simply spray trees and rocks everywhere.
 
As you can see, we decorate […]

/ Comments Off on Big Game Project: Defunct: Week 7
Program: Graphics

Decals

Last week was busy as usual, especially since the deadline approaches fast. The crunch continues, and it’s both exhausting and nice to get a lot of things done. I continued working in the factory level, placing out props that was finished and fixing missing geometry. A lot of them I also textured myself, as we have only one other texture artist and they are painted by hand. I’ve gotten used to the style so I can do them pretty fast, […]

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Program: Graphics

Decals

Last week was busy as usual, especially since the deadline approaches fast. The crunch continues, and it’s both exhausting and nice to get a lot of things done. I continued working in the factory level, placing out props that was finished and fixing missing geometry. A lot of them I also textured myself, as we have only one other texture artist and they are painted by hand. I’ve gotten used to the style so I can do them pretty fast, […]

/ Comments Off on Decals
Program: Graphics

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 […]

/ Comments Off on Mechropolis: nearing completion
Program: Programming

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 […]

/ Comments Off on Mechropolis: nearing completion
Program: Programming

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 […]

/ Comments Off on Beta is right around the corner!
Program: Programming

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 […]

/ Comments Off on Beta is right around the corner!
Program: Programming

Big Game Project: Defunct: Week 7

I had some goals for my level, I needed to continue decorating, fix collisions, add physical objects (that you can run into), rename and group my objects and remove animators from them. However, decorating the level, adding trees, junk, rocks, houses and grass in all empty areas takes an incredible amount of time.
We have levels that are huge, while having quite a high standard on decoration. You can’t simply spray trees and rocks everywhere.
 
As you can see, we decorate […]

/ Comments Off on Big Game Project: Defunct: Week 7
Program: Graphics

Big Game Project: Defunct: Week 7

I had some goals for my level, I needed to continue decorating, fix collisions, add physical objects (that you can run into), rename and group my objects and remove animators from them. However, decorating the level, adding trees, junk, rocks, houses and grass in all empty areas takes an incredible amount of time.
We have levels that are huge, while having quite a high standard on decoration. You can’t simply spray trees and rocks everywhere.
 
As you can see, we decorate […]

/ Comments Off on Big Game Project: Defunct: Week 7
Program: Graphics

Decals

Last week was busy as usual, especially since the deadline approaches fast. The crunch continues, and it’s both exhausting and nice to get a lot of things done. I continued working in the factory level, placing out props that was finished and fixing missing geometry. A lot of them I also textured myself, as we have only one other texture artist and they are painted by hand. I’ve gotten used to the style so I can do them pretty fast, […]

/ Comments Off on Decals
Program: Graphics

Decals

Last week was busy as usual, especially since the deadline approaches fast. The crunch continues, and it’s both exhausting and nice to get a lot of things done. I continued working in the factory level, placing out props that was finished and fixing missing geometry. A lot of them I also textured myself, as we have only one other texture artist and they are painted by hand. I’ve gotten used to the style so I can do them pretty fast, […]

/ Comments Off on Decals
Program: Graphics