Yearly Archives: 2014
Big Game Project – Week 7
We began our crunch this week, working 12 hours a day. It’s been quite exhausting but we’re closer to a finished game.
We made a list of things that needed to be done, anything we could think of. We checked it off as the week went by and most of the high priority tasks were done by the time we went home on Friday.
When I made the waypoint system for the enemies’ movement (covered in a post a while back) I […]
Big Game Project – Week 7
We began our crunch this week, working 12 hours a day. It’s been quite exhausting but we’re closer to a finished game.
We made a list of things that needed to be done, anything we could think of. We checked it off as the week went by and most of the high priority tasks were done by the time we went home on Friday.
When I made the waypoint system for the enemies’ movement (covered in a post a while back) I […]
Big Game Project – Week 7
We began our crunch this week, working 12 hours a day. It’s been quite exhausting but we’re closer to a finished game.
We made a list of things that needed to be done, anything we could think of. We checked it off as the week went by and most of the high priority tasks were done by the time we went home on Friday.
When I made the waypoint system for the enemies’ movement (covered in a post a while back) I […]
Big Game Project – Week 7
We began our crunch this week, working 12 hours a day. It’s been quite exhausting but we’re closer to a finished game.
We made a list of things that needed to be done, anything we could think of. We checked it off as the week went by and most of the high priority tasks were done by the time we went home on Friday.
When I made the waypoint system for the enemies’ movement (covered in a post a while back) I […]
Week 6
This week i added in the new player models with animations working! This is a big step forward and makes the game look greatly better. I also added support for stationary Guards, and giving these Guards an intial look direction when they spawn. Other then that, not so much has happened. Just another week.
Week 6
This week i added in the new player models with animations working! This is a big step forward and makes the game look greatly better. I also added support for stationary Guards, and giving these Guards an intial look direction when they spawn. Other then that, not so much has happened. Just another week.
Big Game Project (week7)
We have now entered crunch and everyone is working their ass off, the days are longer but they fly by even faster.
Our priority’s changed a bit so my focus this week has been to work with feedback animations, tower upgrades and our game trailer. Unfortunately the upgrades took much longer than expected but I still manage to make some animations and begin on the trailer
What took the most time with the towers was to come […]
Big Game Project (week7)
We have now entered crunch and everyone is working their ass off, the days are longer but they fly by even faster.
Our priority’s changed a bit so my focus this week has been to work with feedback animations, tower upgrades and our game trailer. Unfortunately the upgrades took much longer than expected but I still manage to make some animations and begin on the trailer
What took the most time with the towers was to come […]
Big Game Project (week7)
We have now entered crunch and everyone is working their ass off, the days are longer but they fly by even faster.
Our priority’s changed a bit so my focus this week has been to work with feedback animations, tower upgrades and our game trailer. Unfortunately the upgrades took much longer than expected but I still manage to make some animations and begin on the trailer
What took the most time with the towers was to come […]
Big Game Project (week7)
We have now entered crunch and everyone is working their ass off, the days are longer but they fly by even faster.
Our priority’s changed a bit so my focus this week has been to work with feedback animations, tower upgrades and our game trailer. Unfortunately the upgrades took much longer than expected but I still manage to make some animations and begin on the trailer
What took the most time with the towers was to come […]
Week 6
This week i added in the new player models with animations working! This is a big step forward and makes the game look greatly better. I also added support for stationary Guards, and giving these Guards an intial look direction when they spawn. Other then that, not so much has happened. Just another week.
Week 6
This week i added in the new player models with animations working! This is a big step forward and makes the game look greatly better. I also added support for stationary Guards, and giving these Guards an intial look direction when they spawn. Other then that, not so much has happened. Just another week.
Float precision
Float precision issues is something you always know is out there, but something you rarely need to pay any thought to. As you can guess, it’s an issue we ran into. When making a build, one of our puzzles involving a rotating platform would seemingly work, but not fire the event it was suppose to at the end of it’s movement. Not firing this event essentially locked the entire puzzle as the player was not able to rotate the platform […]
Float precision
Float precision issues is something you always know is out there, but something you rarely need to pay any thought to. As you can guess, it’s an issue we ran into. When making a build, one of our puzzles involving a rotating platform would seemingly work, but not fire the event it was suppose to at the end of it’s movement. Not firing this event essentially locked the entire puzzle as the player was not able to rotate the platform […]
Float precision
Float precision issues is something you always know is out there, but something you rarely need to pay any thought to. As you can guess, it’s an issue we ran into. When making a build, one of our puzzles involving a rotating platform would seemingly work, but not fire the event it was suppose to at the end of it’s movement. Not firing this event essentially locked the entire puzzle as the player was not able to rotate the platform […]
Float precision
Float precision issues is something you always know is out there, but something you rarely need to pay any thought to. As you can guess, it’s an issue we ran into. When making a build, one of our puzzles involving a rotating platform would seemingly work, but not fire the event it was suppose to at the end of it’s movement. Not firing this event essentially locked the entire puzzle as the player was not able to rotate the platform […]
Warbreaking Point Weekly Round-up – May 10th-17th
More and more progress is being done on this game right now.
State Machine ProgressThe work on the finite state machine of the units is going forward; I have one more bug to fix on this front (and I’ve managed to narrow down the possible causes for this bug) and then this part of the units will be done. However so far there hasn’t really been much of a game and that’s another thing that I’ve been working on.
Resource System, Constructing Units and […]
Warbreaking Point Weekly Round-up – May 10th-17th
More and more progress is being done on this game right now.
State Machine ProgressThe work on the finite state machine of the units is going forward; I have one more bug to fix on this front (and I’ve managed to narrow down the possible causes for this bug) and then this part of the units will be done. However so far there hasn’t really been much of a game and that’s another thing that I’ve been working on.
Resource System, Constructing Units and […]
Texturing the hands
Texturing the hands took some time. Texturing the hands took some time.
We had previously decided the colors for the hands and the gloves but not for the device. The device is something that Vale finds there so the colors of it needed to be consistent with the environment that uses warm earthy colors. It is meant to be made of metal, which is used a lot in the level. I looked at the other metal textures to have a reference to how it should look.
Texturing the hands
We had previously decided the colors for the hands and the gloves but not for the device. The device is something that Vale finds there so the colors of it needed to be consistent with the environment that uses warm earthy colors. It is meant to be made of metal, which is used a lot in the level. I looked at the other metal textures to have a reference to how it should look.
Texturing the hands
Texturing the hands took some time. Texturing the hands took some time.
We had previously decided the colors for the hands and the gloves but not for the device. The device is something that Vale finds there so the colors of it needed to be consistent with the environment that uses warm earthy colors. It is meant to be made of metal, which is used a lot in the level. I looked at the other metal textures to have a reference to how it should look.
Texturing the hands
We had previously decided the colors for the hands and the gloves but not for the device. The device is something that Vale finds there so the colors of it needed to be consistent with the environment that uses warm earthy colors. It is meant to be made of metal, which is used a lot in the level. I looked at the other metal textures to have a reference to how it should look.
Work, work and some textures
Continuing with the iterations of the models. I have managed to fix almost all of the problems with the bear model by now. It is starting to look a bit uncertain if the bear model even will be in the final build so I do not think I will have to do more work on it.
This is what I have done until now. The edge flow works a lot better with the animations and most of the problems we […]
Work, work and some textures
Continuing with the iterations of the models. I have managed to fix almost all of the problems with the bear model by now. It is starting to look a bit uncertain if the bear model even will be in the final build so I do not think I will have to do more work on it.
This is what I have done until now. The edge flow works a lot better with the animations and most of the problems we […]