Browsing '5SD037': Big Game Project
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 […]
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 […]
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, […]
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, […]
Big Game Project Week 7
The past week i started to implement as much of the sound effects and music as i could, i focused on implementing sound effects that either relate or require some sort of coding or blueprint work in order to work.
These are the sound effects that i managed to implement.
Death Sound Effects – Different depending on what way you die. ( I also added a fade out and fade in for respawning, so it’s not instant)
Walking Sounds – Different depending on […]
Big Game Project Week 7
The past week i started to implement as much of the sound effects and music as i could, i focused on implementing sound effects that either relate or require some sort of coding or blueprint work in order to work.
These are the sound effects that i managed to implement.
Death Sound Effects – Different depending on what way you die. ( I also added a fade out and fade in for respawning, so it’s not instant)
Walking Sounds – Different depending on […]
Cards – Big Game Project
For the majority of my time this week, I have been working on implementing a lot of different cards for the game and I made twelve cards in total. These are the cards people can buy for resources and then use to play them when they draw the cards. There are different cards in different categories. Some help you gain resources or cards; some help you manage your deck and some are used to sabotage your opponent in some way. […]
Cards – Big Game Project
For the majority of my time this week, I have been working on implementing a lot of different cards for the game and I made twelve cards in total. These are the cards people can buy for resources and then use to play them when they draw the cards. There are different cards in different categories. Some help you gain resources or cards; some help you manage your deck and some are used to sabotage your opponent in some way. […]
Programming & Level Designing Tower Offensive, Pt 3 (Level 1-3)
So this post will be about level 1-3 in the game, As I mentioned in an earlier post I started at level 5 and when it was in I planned the lower levels (1-4) and I have now created level 1-3. of a total of 10 planned, All the levels for ggc will be to showcase what diversity we could have on the levels after 10 weeks and what they could expect later, and how much more we could add […]
Programming & Level Designing Tower Offensive, Pt 3 (Level 1-3)
So this post will be about level 1-3 in the game, As I mentioned in an earlier post I started at level 5 and when it was in I planned the lower levels (1-4) and I have now created level 1-3. of a total of 10 planned, All the levels for ggc will be to showcase what diversity we could have on the levels after 10 weeks and what they could expect later, and how much more we could add […]
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 (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 […]