Wednesday, March 20, 2013

We thought you were dead man!

So our programmer has re-emerged, although with no more work finished than when he disappeared, and just in time to get the only thing I really need done, done for GDC.  Here's hoping we'll have turning and shooting at the same time ready.

Wednesday, March 13, 2013

And we have T-Shirts!

So I ordered T-Shirts for the group to wear at GDC and they came in today.  They look pretty good :)



Monday, March 4, 2013

So um, optimization? Who's afk?

We've hit a snag.  Those pesky frame rates just seem to be happy at  15fps.  Well, that's not what we in the industry call "great."  That's also where a programmer can really shine.  Unfortunately, our programmer has gone missing and hasn't been heard from in a month.  So all that sloppy code I wrote to prototype mechanics, is now going to be our only code.  So I have to do some major clean up and try to get our frame rates up.

Thursday, February 28, 2013

The point is poop, poop for points

So we really wanted to focus in on dropping bombs and make it desirable to the player to do so as well.  So we've implemented bomber mode.  In conjunction with activating a camera on the target when they get hit, we've added a function to allow players to swap cameras between the bomb camera (the one that faces down) and the main camera.  You can also steer the projectile onto target, making it a little easier to hit your mark.  Also check out the new models we got in game.


Wednesday, February 13, 2013

We're going to GDC!

So the Academy of Art has a booth at GDC and has asked us to show our game at their booth.  Since GDC  starts on March 25th , we've kinda got a lot to do.

Tuesday, February 5, 2013

Its starting to come together

So our environment artist has put most of the newly designed buildings into our build to replace the previously ugly block world.  Check it out!


Wednesday, January 30, 2013

Tilt Controls: It sounded like a good idea

Mobile phones come with a lot of cool features.  For example an accelerometer.  Everyone I hand this game to always says the same thing; it would be awesome with tilt controls.  Ya ya, I know, it sounds good in theory.  But I promise you, the game sucks with them.

So i paid for and downloaded an acceleration control package from the Unity store and got it working with our game.  However, working is one of those relative terms.  When a game uses tilt controls, typically their on a rail.  What I mean is they run on a predetermined track, with a little bit of play from one side of the track or the other,  In an open world game, where you can move in 3 dimensions and accuracy is required, its not so good.  Trying to line up a target when every little movement changes your trajectory and then pressing a button on the screen to hit a target, it just didn't work.  So we're going to work on refining the virtual joysticks and buttons.