Browsing '5SD037': Big Game Project
Mechropolis: Main Menu
This week the major artifact I worked on was the main menu and options system. To give a more quality feel I believe that you must have a proper options menu by which you can tailor performance options after your system. Many indie games provides basic functionality such as window resolution and quality presets but I wanted to take that a step further and provide most customizable properties available. I’d rather give the player the option than not to. […]
Mechropolis: Main Menu
This week the major artifact I worked on was the main menu and options system. To give a more quality feel I believe that you must have a proper options menu by which you can tailor performance options after your system. Many indie games provides basic functionality such as window resolution and quality presets but I wanted to take that a step further and provide most customizable properties available. I’d rather give the player the option than not to. […]
Big Game Project (week6)
It’s been a productive week even dough the first days were spent discussing feedback from last week’s alpha presentation, we also had a meeting with a teacher about our graphical style and production pace which we needed some guidance and advice with.
Our work flow have been effected by that we constantly asked for feedback about the things we were doing on the graphical part instead of finishing it first, we believed this would save us time so that we didn’t […]
Big Game Project (week6)
It’s been a productive week even dough the first days were spent discussing feedback from last week’s alpha presentation, we also had a meeting with a teacher about our graphical style and production pace which we needed some guidance and advice with.
Our work flow have been effected by that we constantly asked for feedback about the things we were doing on the graphical part instead of finishing it first, we believed this would save us time so that we didn’t […]
Big game project – E.R.A – Eternal Resonance Arena – Post 4
This week our producer and i wrote down every single asset we have left to make and put them on the whiteboard so we easily could get a overlook. After seeing what we had left we decided to focus this week on texturing everything and we nearly reached our goal part from a few small things. Anyhow i’ve been working with finishing up our boss minion, our ranged soldier and mainly a lot of time this week has been spent […]
Big game project – E.R.A – Eternal Resonance Arena – Post 4
This week our producer and i wrote down every single asset we have left to make and put them on the whiteboard so we easily could get a overlook. After seeing what we had left we decided to focus this week on texturing everything and we nearly reached our goal part from a few small things. Anyhow i’ve been working with finishing up our boss minion, our ranged soldier and mainly a lot of time this week has been spent […]
New screenshots!
So, the original plan was to post weekly video logs, but holy smokes we’ve been busy. The entire team has been working a whole load more than full time for the last weeks to get all the features in game… and we did it, We’re feature complete!
There’s still a lot of content missing and things work in progress but all the important features are in, most importantly all of the 5 initial robots have been implemented and all their 6 […]
New screenshots!
So, the original plan was to post weekly video logs, but holy smokes we’ve been busy. The entire team has been working a whole load more than full time for the last weeks to get all the features in game… and we did it, We’re feature complete!
There’s still a lot of content missing and things work in progress but all the important features are in, most importantly all of the 5 initial robots have been implemented and all their 6 […]
Weekly update #6 – Technical difficulties
This week I wasn’t really sure what to write about, because on Monday everything was working fine. I worked on a buff system. Which I got working on Monday. Then on Tuesday we got a new map, I downloaded the map and after that weird things started happening. First the soldiers (or creeps as they are called in other MOBA games) started warping around the map. I tried to fix that by trying to get the Astar path finding script […]
Weekly update #6 – Technical difficulties
This week I wasn’t really sure what to write about, because on Monday everything was working fine. I worked on a buff system. Which I got working on Monday. Then on Tuesday we got a new map, I downloaded the map and after that weird things started happening. First the soldiers (or creeps as they are called in other MOBA games) started warping around the map. I tried to fix that by trying to get the Astar path finding script […]
Sixth week of Big Game project
Time is flying past and soon it is time for GGC. We had a lot to do this week and we were supposed to have our feature freeze after this week.
However, I could not work as much because I got sick halfway into the week and was bedridden for the remainder of the week. But what I did get done was that I created control nodes that the teams can take over to gain presence on the map. When the […]
Sixth week of Big Game project
Time is flying past and soon it is time for GGC. We had a lot to do this week and we were supposed to have our feature freeze after this week.
However, I could not work as much because I got sick halfway into the week and was bedridden for the remainder of the week. But what I did get done was that I created control nodes that the teams can take over to gain presence on the map. When the […]
Textures and prefabs
GGC is drawing closer and with only a few weeks left on the project there is a lot to do. This week, one of our teammembers has finished working on the robots and started creating meshes as well, which means that I could focus on only doing the textures and making prefabs of them in the engine. It’s been very straight forward work, which has been nice and almost relaxing. Together we managed to create a whole lot of assets, […]
Textures and prefabs
GGC is drawing closer and with only a few weeks left on the project there is a lot to do. This week, one of our teammembers has finished working on the robots and started creating meshes as well, which means that I could focus on only doing the textures and making prefabs of them in the engine. It’s been very straight forward work, which has been nice and almost relaxing. Together we managed to create a whole lot of assets, […]
Completing things
This week it has been a lot of focus on getting things done. We needed in-game photos for the jury of GGC to look at. So I’ve been finishin up all the highpoly models of my characters and baked normal maps etc. The results have been really good, although some parts needed to be tweeked in Photoshop. For example the eyes of the forest creep/cheiftain was a bit off and to smal for the low poly model. I did go […]
Completing things
This week it has been a lot of focus on getting things done. We needed in-game photos for the jury of GGC to look at. So I’ve been finishin up all the highpoly models of my characters and baked normal maps etc. The results have been really good, although some parts needed to be tweeked in Photoshop. For example the eyes of the forest creep/cheiftain was a bit off and to smal for the low poly model. I did go […]
Props, puzzles and Playtesting
Since I finished my work on the robots last week, I’ve moved on to modelling props for the environment. As you might recall, I made some cogwheel stations last week and I have now added alot more props to the list. I find it quite fun and easy to work with props, but I want a long list of things that needs to be modelled, otherwise I find that it’s easy to lose track of time. If I have a […]
Props, puzzles and Playtesting
Since I finished my work on the robots last week, I’ve moved on to modelling props for the environment. As you might recall, I made some cogwheel stations last week and I have now added alot more props to the list. I find it quite fun and easy to work with props, but I want a long list of things that needs to be modelled, otherwise I find that it’s easy to lose track of time. If I have a […]
The week of XInput, Checkpoints and "Destructible objects"
The week has come to an end, and for once I thought I whould get this blogging thing out of the way in time, so here I am.This week I’ve been doing alot of different things, I re-did how the checkpoint boosts worked, I implemented XInput, a Xbox controller library. I linked our multiplayer lobby to the actual gameplay so the multiplayer works, and a lot more.
Checkpoints
So we got some feedback during the alpha, and one feedback we got was […]
The week of XInput, Checkpoints and "Destructible objects"
The week has come to an end, and for once I thought I whould get this blogging thing out of the way in time, so here I am.This week I’ve been doing alot of different things, I re-did how the checkpoint boosts worked, I implemented XInput, a Xbox controller library. I linked our multiplayer lobby to the actual gameplay so the multiplayer works, and a lot more.
Checkpoints
So we got some feedback during the alpha, and one feedback we got was […]
6th Week of Big Game (Week 20)
This week I have been working on the map (surprise!). We have added physics on objects, so you can destroy/move/push objects by going through them. This works great because we can decorate maps a bit more, and have physics on objects. For example I have added physics on cave carts and some fences so you can rush through them. I will add them on all small objects that are decoration. So you keep the flow even if you run into […]
6th Week of Big Game (Week 20)
This week I have been working on the map (surprise!). We have added physics on objects, so you can destroy/move/push objects by going through them. This works great because we can decorate maps a bit more, and have physics on objects. For example I have added physics on cave carts and some fences so you can rush through them. I will add them on all small objects that are decoration. So you keep the flow even if you run into […]
Warbreaking Point Weekly Round-up – May 3rd – 9th
This week has been a slow week for me and the development of the game. There are two main reasons for this. The first has been that I have been sick during parts of the week, and therefore haven’t had as much energy to work on this as I’ve hoped. The second reasons is that things have been going slowly overall, solving issues has taken more time than I anticipated. But some progress has been done, and now it’s time […]
Warbreaking Point Weekly Round-up – May 3rd – 9th
This week has been a slow week for me and the development of the game. There are two main reasons for this. The first has been that I have been sick during parts of the week, and therefore haven’t had as much energy to work on this as I’ve hoped. The second reasons is that things have been going slowly overall, solving issues has taken more time than I anticipated. But some progress has been done, and now it’s time […]