Browsing '2012': Students starting in 2012
Weekly update #7 – Unit Selection & Capture Zones
The final weeks of the development process are closing in. Next week is the beta and we have a huge puzzle to put together. We have all the pieces that we want now. Some graphics are still temporary, some of the code has been made but only works in “single player mode”. By that I mean that it hasn’t been added to the multiplayer experience.
Henrik in my group finished programming the capture nodes, by that I mean that he completed […]
Weekly update #7 – Unit Selection & Capture Zones
The final weeks of the development process are closing in. Next week is the beta and we have a huge puzzle to put together. We have all the pieces that we want now. Some graphics are still temporary, some of the code has been made but only works in “single player mode”. By that I mean that it hasn’t been added to the multiplayer experience.
Henrik in my group finished programming the capture nodes, by that I mean that he completed […]
Big Game Project Week 7
Level Design
I have been helping the level designers to decorate the tutorial level this week. It was a lot of fun to focus on something else for a while. So in between some coding occasions I have spent some time on decorating the level. The tutorial level is very linear which made it easy to decorate it. I did therefor not need to think as much about if it would work for the player to come from all positions and […]
Big Game Project Week 7
Level Design
I have been helping the level designers to decorate the tutorial level this week. It was a lot of fun to focus on something else for a while. So in between some coding occasions I have spent some time on decorating the level. The tutorial level is very linear which made it easy to decorate it. I did therefor not need to think as much about if it would work for the player to come from all positions and […]
Weekly update #7 – Unit Selection & Capture Zones
The final weeks of the development process are closing in. Next week is the beta and we have a huge puzzle to put together. We have all the pieces that we want now. Some graphics are still temporary, some of the code has been made but only works in “single player mode”. By that I mean that it hasn’t been added to the multiplayer experience.
Henrik in my group finished programming the capture nodes, by that I mean that he completed […]
Weekly update #7 – Unit Selection & Capture Zones
The final weeks of the development process are closing in. Next week is the beta and we have a huge puzzle to put together. We have all the pieces that we want now. Some graphics are still temporary, some of the code has been made but only works in “single player mode”. By that I mean that it hasn’t been added to the multiplayer experience.
Henrik in my group finished programming the capture nodes, by that I mean that he completed […]
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 […]