I've spent the last week working extensively on the evil list (Which honestly is completely ridiculous. Who in their right mind seriously does some of those things?!) and testing the game over and over.
I'm so thrilled we have such a great end product. I love our game and will definitely be buying it and recommending it to everyone I know with an XBOX.
Loved this class so much. Really considering the MGS Masters.
Thursday, April 21, 2011
Thursday, April 7, 2011
3 weeks of progress
Last week we finished up getting basic messaging into the game. Players will now know when they've advanced to the next round in addition to an alert for when a new wave of ships is spawning.
Current focus is on getting Help Tips u and running so that our play test on Saturday will run smoothly. Ideally it should be possible to pick up the game and understand everything that's going on without any of us on the team needing to explain everything.
Initially I think it's going to just be text for this Sat, but as an end product we'd like to incorporate images as well.
Note since I didn't blog about it then: The EA and Disney guys coming in to comment on our game was hands down the best and most interesting feedback we've gotten. I really think it helped us finish off our game in a way that will really make it shine.
Current focus is on getting Help Tips u and running so that our play test on Saturday will run smoothly. Ideally it should be possible to pick up the game and understand everything that's going on without any of us on the team needing to explain everything.
Initially I think it's going to just be text for this Sat, but as an end product we'd like to incorporate images as well.
Note since I didn't blog about it then: The EA and Disney guys coming in to comment on our game was hands down the best and most interesting feedback we've gotten. I really think it helped us finish off our game in a way that will really make it shine.
Thursday, March 10, 2011
First Update in Ages
It's been ages since I last posted I know. Every time I remember to I'm not at a computer and by the time I get to one I have something to do and don't remember to blog.
This semester was initially consumed with a mass porting of code from 3.1 to 4.0. During the process I wished for nothing more than that we had initially been using 4.0. We spent SO much time porting the code over that could have been used to continue developing the game. In particular, Wilson and I ported over all the code we'd worked on the first semester (menus mostly) in addition to porting and updating the entire graphics engine for 4.0.
After that we got to work on the HUD, making it title safe and adding the pod elements so it was easier to know how many pods you had on the ship and to make it obvious how to use them. In addition to that we created a scrolling credits screen as a mini side sprint.
From there I've spent the last 4 weeks working on turrets for the capitol ships. This was a particularly challenging task as up to this point I'd never actually worked with the code that interacted with Maya models. It's taken a lot of work, but I believe that I've now finally got the turrets working so that they fire at the player, are target-able, are destroyable, and that they're drawn correctly on the capitol ship.
This semester was initially consumed with a mass porting of code from 3.1 to 4.0. During the process I wished for nothing more than that we had initially been using 4.0. We spent SO much time porting the code over that could have been used to continue developing the game. In particular, Wilson and I ported over all the code we'd worked on the first semester (menus mostly) in addition to porting and updating the entire graphics engine for 4.0.
After that we got to work on the HUD, making it title safe and adding the pod elements so it was easier to know how many pods you had on the ship and to make it obvious how to use them. In addition to that we created a scrolling credits screen as a mini side sprint.
From there I've spent the last 4 weeks working on turrets for the capitol ships. This was a particularly challenging task as up to this point I'd never actually worked with the code that interacted with Maya models. It's taken a lot of work, but I believe that I've now finally got the turrets working so that they fire at the player, are target-able, are destroyable, and that they're drawn correctly on the capitol ship.
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