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 […]

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Program: Programming

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 […]

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Program: Programming

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, […]

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Program: Graphics

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, […]

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Program: Graphics

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 […]

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Program: Programming

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 […]

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Program: Programming

update!

Hi everyone! Today’s update will just be a small image dump of the various things I have been working on, as a little treat until I take the time to write a few words of wisdom for you lot. =) Hope everyone had a great weekend!Cheers!

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Program: Graphics

update!

Hi everyone! Today’s update will just be a small image dump of the various things I have been working on, as a little treat until I take the time to write a few words of wisdom for you lot. =) Hope everyone had a great weekend!Cheers!

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Program: Graphics

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. […]

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Program: Programming

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. […]

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Program: Programming

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 […]

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Program: Programming

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 […]

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Program: Programming

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 […]

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Program: Programming

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 […]

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Program: Programming

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 […]

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Program: Programming

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 […]

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Program: Programming

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 […]

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Program: Programming

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 […]

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Program: Programming

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 […]

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Program: Graphics

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 […]

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Program: Graphics

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.

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Program: Programming

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.

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Program: Programming

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 […]

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Program: Programming

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 […]

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Program: Programming