So, the game we made for our "Week of Awesome" entry has finally been put up on greenlight. We have been working for several months porting it over to UE4 since the project was left aside when the primary programmer got hired on for Arma. Now that has been completed I now have a new team and we are…
So, the following will be a comprehensive guide to what went down this week, the good, the bad, the ugly!
THE GOOD:
Production times were fairly fast. Within a day we had a prototype in place and the level was detailed to its most basic form. We wanted a simple puzzle game where you used light to ki…
https://dl.dropboxusercontent.com/u/41065/LightOfFelin.zip
Link for the dl, and I am done.
KEY FEATURES TO NOTE:
- WASD for movement
- E to pickup and place down pots
- Spacebar to use your Ultimate ability only when your soul bar is full
- LMB for igniting lights and killing zombies.
- Connect to another player …
So, with all the madness and my really locked down schedule I have not made a post everynight. However, this is going to be the ONE big post before the final post tomorrow. So lets go over what has changed:
- Added new animations for player (15 to be exact)
- Added new model for Zombie
- Added vase
- Added abi…
So, no day 2 entry because I honestly went to bed at 5am after 15 hours of dev. However, today I come to you with a sweet and sexy video! The following are the changes we have made thus far:
- Different types of lights. Always on (you get no credit for kills) - Lightable w/Delay (makes it harder) - On…
This day has been fairly productive. The following is what we were able to complete:
- Basic AI for zombies (they chase you and spawn!!)
- Basic WASD movement for the player
- 20 art assets (UV mapped and rigged, but no textures)
- 15 particle systems
- 1 level
- Light/Shadow code (determines if you are in the shad…
So, after the theme drop I feel pretty good about our concept. We will be using UE4 and focusing on the core elements first. This might be the first year I actually stick 100% to the theme. My first task was to setup the repo (P4) and then establish our tasking on the task site we use (activeCollab…
Been an interesting weekend. Spent three days making a game for another gameJam. It was rather challenging since I had to create models for stuff that I had yet attempted. Our entire mesh was disjointed and parted out. Each mesh with its own bone set and animations. This caused for some interesting…
Been a few weeks since I have posted, mostly because work has been crazy. However, as with all my returns I come bringing gifts of visual joy!
These are dropPods that carry the robot to the ground. When you arrive at your facility you are launched from a launch station. This dropPod is how you and…
After 3 days of putzing around with the grass I have finally created something I am happy with:
After playing with the grass I moved into making some fun stuff (this is not final but just a stress test)
So, all in all I am happy with this and can move on to the next stuff! Now for animations and …
So, most of today was spent getting the Third Person viewport looking solid. I think we have something acceptable:
[media][/media]
I also added in the clouds to the primary level and damn they look good!
Lastly, with some help from the UE4 forums we were able to get the HSV system in place so you …
A lot has been going on with the game this month. Here is a quick video showing off what I was able to accomplish today. (the music is custom and created by one of my good friends Skyler).
[media][/media]
This shows off something we were able to get in the game today. It is a particle based cloud s…
We have been fairly busy with the game and I wanted to show some progress of what is in place so far. We have added a promo video which you can watch here:
It is short and simple and will be used to gather interest early on. I know it doesnt define or explain anything (that comes when we have a fe…
So, been rather silent as of late. Life has taken a huge toll on me and more or less stripped most of my freetime away. What time I have had available I have tried to do as much gameDev as possible. In my time away I have worked on the following:
- Creating a Steampunk 3d asset set
- Created a game for a…
After spending two years doing this competition I have noticed some very odd things. This post is an attempt to curtail such things and help to create a more "profe…
Here is the final version (doesnt count for the competition though)
https://dl.dropboxusercontent.com/u/41065/riuthamus_WOA_v2.rar
Sad that it didnt get t…
So, last night after making the video I decided to release another build. I went in and pushed a build and realized that the build time was taking 1 hour. I watched the build for another 3 hours and did some research only to find that Unity 5.0 has an issue with prebake rendering and lots o…
UI Work:
I have created the …
While unity is simple to use, some of the finer features are annoying. Mechanim is giving us hell (doesnt help that Shadow is using Unity for the first time in a long time) and making it very hard to develop things fast. Luckily, Shadow has picked up the state machine within a day and we…
Main Menu Buttons:
From there I started to work on some level design and did not get far before I felt the sleep overtaking me! Ho…
Today we added in some visual stuff, and fixed up some of the AI work.
AI Stuff:
Due to limited time and complexity of the AI we want we are only making one of the humans with the AI logic. He will instruct the others what to do and they simply follow and listen for a command. This is more or less li…
[quote]
Vault Stone Game Design Document
Mostly we have been working to solidify the team. I got the slack setup and have been working to get everybody in and on the chat system. We have also setup the repo and ensured everybody has access. One of the coders had to bone up on some unity stuff since he had not developed in it for …