Fourth week of development!

Last week was an exciting week for me and the group in general! We have a game now, kind of. Our alpha is feature complete and we are ready this week for a feature freeze.
A lot of work went in to squash out the bugs in the movement system this week, and making sure it works for all cases. I devoted the first 2-3 days of last week to this. Also, we added items! Three items are in the game. […]

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Program: Programming

Fourth week of development!

Last week was an exciting week for me and the group in general! We have a game now, kind of. Our alpha is feature complete and we are ready this week for a feature freeze.
A lot of work went in to squash out the bugs in the movement system this week, and making sure it works for all cases. I devoted the first 2-3 days of last week to this. Also, we added items! Three items are in the game. […]

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Program: Programming

Mechropolis – The Grabber And It’s Chain

We call this cute little thing the Grabber. It’s able to fire it’s claw at a distance and grab onto things. A clever player might lure it into pulling a lever that is out of reach, or fuse it with a Controller (a robot that enables a fusion to be controlled by the player) and hookshot over a chasm.
One thing about this robot that we knew would be a challenge when we designed it is it’s ability to fire the […]

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Program: Programming

Mechropolis – The Grabber And It’s Chain

We call this cute little thing the Grabber. It’s able to fire it’s claw at a distance and grab onto things. A clever player might lure it into pulling a lever that is out of reach, or fuse it with a Controller (a robot that enables a fusion to be controlled by the player) and hookshot over a chasm.
One thing about this robot that we knew would be a challenge when we designed it is it’s ability to fire the […]

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Program: Programming

Day 17 – Alpha

Today was spent debugging issues for the Alpha presentation. We managed to get the game pretty much up and running, and went to the presentation.After the presentation, the day was called off, and we proceeded to take a long weekend.

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Program: Programming

Day 17 – Alpha

Today was spent debugging issues for the Alpha presentation. We managed to get the game pretty much up and running, and went to the presentation.After the presentation, the day was called off, and we proceeded to take a long weekend.

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Program: Programming

week 4

I started working on the grappling hook item for the game. The item was to be modeled in 3ds max following the concept skis of it that was made by one other artist. I started by creating the hook and from that I created the rope. The large bundle of rope that the player was going to hold was created separately and simple. After it was done we needed to figure out how much we needed to scale it. By […]

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Program: Graphics

week 4

I started working on the grappling hook item for the game. The item was to be modeled in 3ds max following the concept skis of it that was made by one other artist. I started by creating the hook and from that I created the rope. The large bundle of rope that the player was going to hold was created separately and simple. After it was done we needed to figure out how much we needed to scale it. By […]

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Program: Graphics

Week 5

Most of this week has been to plan towards the open Alpha testing on friday. What graphical assets the game need in order to give the player feedback and directions.
I tasked myself early during the week to design the core lightning of the game, step by step progressing towards the aesthetic feeling of enclosed environment with fire as the main source of light. The torches had to go through several design processes and iteration until they became final. They began […]

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Program: Graphics

Week 5

Most of this week has been to plan towards the open Alpha testing on friday. What graphical assets the game need in order to give the player feedback and directions.
I tasked myself early during the week to design the core lightning of the game, step by step progressing towards the aesthetic feeling of enclosed environment with fire as the main source of light. The torches had to go through several design processes and iteration until they became final. They began […]

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Program: Graphics

Week 5

Most of this week has been to plan towards the open Alpha testing on friday. What graphical assets the game need in order to give the player feedback and directions.
I tasked myself early during the weekto design the core lightning of the game, step by step progressing towards the aesthetic feeling of enclosed environment with fire as the main source of light. The torches had to go through several design processes and iteration until they became final. They began as […]

/ Comments Off on Week 5
Program: Graphics

Week 5

Most of this week has been to plan towards the open Alpha testing on friday. What graphical assets the game need in order to give the player feedback and directions.
I tasked myself early during the weekto design the core lightning of the game, step by step progressing towards the aesthetic feeling of enclosed environment with fire as the main source of light. The torches had to go through several design processes and iteration until they became final. They began as […]

/ Comments Off on Week 5
Program: Graphics

Fmod

The primary artifact I’ve been working on this week is to implement FMod studio support.FMod studio is a sound design tool for games that quite recently added support to Unity. FMod studio is not to be confused with the FMod library which Unity already uses internaly to play sounds. The primary use of FMod studio in this project is that we can add variables to what FMod studio calls “Events” the sound designer then uses these variables to […]

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Program: Programming

Fmod

The primary artifact I’ve been working on this week is to implement FMod studio support.FMod studio is a sound design tool for games that quite recently added support to Unity. FMod studio is not to be confused with the FMod library which Unity already uses internaly to play sounds. The primary use of FMod studio in this project is that we can add variables to what FMod studio calls “Events” the sound designer then uses these variables to […]

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Program: Programming

week 4

I started working on the grappling hook item for the game. The item was to be modeled in 3ds max following the concept skis of it that was made by one other artist. I started by creating the hook and from that I created the rope. The large bundle of rope that the player was going to hold was created separately and simple. After it was done we needed to figure out how much we needed to scale it. By […]

/ Comments Off on week 4
Program: Graphics

week 4

I started working on the grappling hook item for the game. The item was to be modeled in 3ds max following the concept skis of it that was made by one other artist. I started by creating the hook and from that I created the rope. The large bundle of rope that the player was going to hold was created separately and simple. After it was done we needed to figure out how much we needed to scale it. By […]

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Program: Graphics

Big Game Project – Week 5


The logo has been (more or less) completed! There’s still some polish to be done – the bolt in the D needs some more definition, and there’s supposed to be some blue lightning bolts surrounding the text. Also that “chipped paint” effect needs to be better. But so far it’s looking pretty good!
I decided to use the robot’s color scheme because consistency is good! The reason I picked them for the robot is that red is a classic “racing color”, […]

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Program: Graphics

Big Game Project – Week 5


The logo has been (more or less) completed! There’s still some polish to be done – the bolt in the D needs some more definition, and there’s supposed to be some blue lightning bolts surrounding the text. Also that “chipped paint” effect needs to be better. But so far it’s looking pretty good!
I decided to use the robot’s color scheme because consistency is good! The reason I picked them for the robot is that red is a classic “racing color”, […]

/ Comments Off on Big Game Project – Week 5
Program: Graphics

Big Game Project – Week 5


The logo has been (more or less) completed! There’s still some polish to be done – the bolt in the D needs some more definition, and there’s supposed to be some blue lightning bolts surrounding the text. Also that “chipped paint” effect needs to be better. But so far it’s looking pretty good!
I decided to use the robot’s color scheme because consistency is good! The reason I picked them for the robot is that red is a classic “racing color”, […]

/ Comments Off on Big Game Project – Week 5
Program: Graphics

Big Game Project – Week 5


The logo has been (more or less) completed! There’s still some polish to be done – the bolt in the D needs some more definition, and there’s supposed to be some blue lightning bolts surrounding the text. Also that “chipped paint” effect needs to be better. But so far it’s looking pretty good!
I decided to use the robot’s color scheme because consistency is good! The reason I picked them for the robot is that red is a classic “racing color”, […]

/ Comments Off on Big Game Project – Week 5
Program: Graphics

ERA – Week 5 of Production

This was the week of our Alpha. Unfortunately it’s also been a week during which I’ve been sick with a cold, pretty badly the first few days, and it never got completely well. So the the work I’ve done has suffered for it.
What I’ve done has mainly been to keep working with the floating GUI, now for structures (towers, barracks and generators), and also to add base structures for each team that will end the game once destroyed. This enters […]

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Program: Programming

ERA – Week 5 of Production

This was the week of our Alpha. Unfortunately it’s also been a week during which I’ve been sick with a cold, pretty badly the first few days, and it never got completely well. So the the work I’ve done has suffered for it.
What I’ve done has mainly been to keep working with the floating GUI, now for structures (towers, barracks and generators), and also to add base structures for each team that will end the game once destroyed. This enters […]

/ Comments Off on ERA – Week 5 of Production
Program: Programming

ERA – Week 5 of Production

This was the week of our Alpha. Unfortunately it’s also been a week during which I’ve been sick with a cold, pretty badly the first few days, and it never got completely well. So the the work I’ve done has suffered for it.
What I’ve done has mainly been to keep working with the floating GUI, now for structures (towers, barracks and generators), and also to add base structures for each team that will end the game once destroyed. This enters […]

/ Comments Off on ERA – Week 5 of Production
Program: Programming

ERA – Week 5 of Production

This was the week of our Alpha. Unfortunately it’s also been a week during which I’ve been sick with a cold, pretty badly the first few days, and it never got completely well. So the the work I’ve done has suffered for it.
What I’ve done has mainly been to keep working with the floating GUI, now for structures (towers, barracks and generators), and also to add base structures for each team that will end the game once destroyed. This enters […]

/ Comments Off on ERA – Week 5 of Production
Program: Programming