Browsing 'Game Development':
Perhaps last entry, part #1: PPX, trailer and more
Due to various near-deadline circumstances, I had to postpone blogging in order to finish the game. Therefore I’ve decided to split this major update into two; the first being a standard blog post with content that should be dated a couple of weeks back, and the second being some pre-GGC, GGC and post-GGC talk (GGC = Gotland Game Conference, if you haven’t read previous posts). So without further ado:
PPX (Post-Processing Effects) and multiple Cameras
We had this […]
Perhaps last entry, part #1: PPX, trailer and more
Due to various near-deadline circumstances, I had to postpone blogging in order to finish the game. Therefore I’ve decided to split this major update into two; the first being a standard blog post with content that should be dated a couple of weeks back, and the second being some pre-GGC, GGC and post-GGC talk (GGC = Gotland Game Conference, if you haven’t read previous posts). So without further ado:
PPX (Post-Processing Effects) and multiple Cameras
We had this […]
Post GGC-thoughts
So GGC is now finally over. Despite technical issues and that the demo ghost was present for me during GGC, I was still able to show of what I made during this course.
Feedback on my gameI couple of people came over and tried my game at the Gotland Game Conference. One thing that many people said was that the game needed more polish and that the player should have gotten more feedback, but it is a good base to keep […]
Post GGC-thoughts
So GGC is now finally over. Despite technical issues and that the demo ghost was present for me during GGC, I was still able to show of what I made during this course.
Feedback on my gameI couple of people came over and tried my game at the Gotland Game Conference. One thing that many people said was that the game needed more polish and that the player should have gotten more feedback, but it is a good base to keep […]
Guiding the player
After some testing, we discovered that players would lose their way in one of the areas in the factory level, and become unsure of where to go next. It simply left most people confused. Before going into what I/we did to fix it, lets break down the problem(s).
This is what you see when you first enter the room. It’s not very interesting. Most people just simply walk forward without paying attention to what’s below or to the right, which […]
Guiding the player
After some testing, we discovered that players would lose their way in one of the areas in the factory level, and become unsure of where to go next. It simply left most people confused. Before going into what I/we did to fix it, lets break down the problem(s).
This is what you see when you first enter the room. It’s not very interesting. Most people just simply walk forward without paying attention to what’s below or to the right, which […]
Final sprint for GGC
Next weeks is GGC, and I’m now on the last sprint for the prototype that will be shown at the GGC show floor.
And how far have I come with the prototype? Well, I’m basically done with it. All the systems are now functional and almost everything graphics related is implemented. The thing that is left for me to work on a fog-of-war system, add some particle effects, fix a few bugs, change a few numbers in the code, and then […]
Final sprint for GGC
Next weeks is GGC, and I’m now on the last sprint for the prototype that will be shown at the GGC show floor.
And how far have I come with the prototype? Well, I’m basically done with it. All the systems are now functional and almost everything graphics related is implemented. The thing that is left for me to work on a fog-of-war system, add some particle effects, fix a few bugs, change a few numbers in the code, and then […]
Mechropolis: nearing completion
We are nearing the first finish-line for Mechropolis, namely Gotland Game Conference 2014. I dare to say though that we are quite behind schedule, or at least behind our initial estimates. Nevertheless we are adamant about having a proper version ready for GGC and without doubt will we reach a presentable product.
Keybindings
The work of this week is mostly related to more menu functionality (keybindings) and some trivial bug fixes. Suprisingly, NGUI does not provide a […]
Mechropolis: nearing completion
We are nearing the first finish-line for Mechropolis, namely Gotland Game Conference 2014. I dare to say though that we are quite behind schedule, or at least behind our initial estimates. Nevertheless we are adamant about having a proper version ready for GGC and without doubt will we reach a presentable product.
Keybindings
The work of this week is mostly related to more menu functionality (keybindings) and some trivial bug fixes. Suprisingly, NGUI does not provide a […]
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 […]
Fire
I have been spending some time now setting things on fire, at the moment for the main menu where there will be several animations, some of them fire.
Fire is quite a tricky and tedious thing to animate, but it is also in a sense quite forgiving since the movement of fire will look more realistic if it is not completely fluid. I have been spending almost the entire day today animating fire and I thought I would make a quick […]
Fire
I have been spending some time now setting things on fire, at the moment for the main menu where there will be several animations, some of them fire.
Fire is quite a tricky and tedious thing to animate, but it is also in a sense quite forgiving since the movement of fire will look more realistic if it is not completely fluid. I have been spending almost the entire day today animating fire and I thought I would make a quick […]
Tuesday
Today has been a productive day for me, the end of the project is coming closer and it feels like it is time to pick up the pace and work extra hard to make Totemic the best it can be.
I started out with making small feathers which will be used as particle effects when the gatherers die, at our weekly coaching session we were asked to make the totem pole “pop”, since we have been told this before I started […]
Tuesday
Today has been a productive day for me, the end of the project is coming closer and it feels like it is time to pick up the pace and work extra hard to make Totemic the best it can be.
I started out with making small feathers which will be used as particle effects when the gatherers die, at our weekly coaching session we were asked to make the totem pole “pop”, since we have been told this before I started […]
Gatherer deaths
Today I managed to create death animations for all four gatherers, to save us some time I created a general one that could be used for anything and used the same body for all of them. If we have time we will create more death animations to get some variety and an even more cartoonish effect but now we have at least one for all of them.
Here is how a couple of them they turned out
May 12,
2014 /
Comments Off on Gatherer deaths
Gatherer deaths
Today I managed to create death animations for all four gatherers, to save us some time I created a general one that could be used for anything and used the same body for all of them. If we have time we will create more death animations to get some variety and an even more cartoonish effect but now we have at least one for all of them.
Here is how a couple of them they turned out
May 12,
2014 /
Comments Off on Gatherer deaths