still fixing the bugs and the stupid af AI based on all the feedback from demo day, unfortunately theres not much to show there since its still WIP
seen from Maldives
seen from United States
seen from United States
seen from Australia
seen from Yemen

seen from United States

seen from United States

seen from United States
seen from United States
seen from Libya
seen from United States

seen from United States
seen from Russia
seen from Lithuania

seen from United States
seen from United States
seen from United Kingdom
seen from United States

seen from Lithuania

seen from United States
still fixing the bugs and the stupid af AI based on all the feedback from demo day, unfortunately theres not much to show there since its still WIP
shader test
separate uv channels for each texture atlas. this should be great for cheap ssao, persistent blood and bullet decals and baked shadows.
Sprint 3 Review
The game is actually getting somewhere!
Assets are being put in, the game has gun models, enemy models and bosses are in the game. They still have 0 animations, but hopefully we’ll manage to get some before the actual hand in. The bosses are fun and have different interesting mechanics, and fighting them with the dash mechanic feels great.
In this sprint I did the final upgrade list, gave the upgrades names and flavour text, which I found quite fun. I tried to write them so they fit with the world and sounded interesting, which is quite difficult as some of them aren’t very interesting upgrades!
Below is the final upgrade list:
I also wrote the names for all the weapons, and gave them a back story, which was later used in the manual. Other than that a lot of my work has been playtesting and discussing with the programmers and designer what needed to be done on the game and how we’re going to do it.
First Sprint Review
For our first sprint review, I wrote a short character bio for Maya, our protagonist, and researched weapon ideas and enemy ideas. From our pitch feedback, we decided to change our setting for the game from a radioactive waste disposal plant, to an abandoned facility. Me and Neil had decided on our style of writing at this point, and we were going to try and use a tone similar to that on The Hitch-hikers Guide and Portal. As you can see, we tried to give the character some depth, despite being a character for a rogue like, and to explain why she is actually going into the facility in the first place. Also from our pitch, the lecturers were thorough telling us that we need to make sure that the weapons are fun to use and interesting. So far the game has a basic whitebox, and the first boss is being worked on. Sam is also working on the random generation still, which is he having problems with.
Our main feedback from the first sprint review is that we needed to start to implement assets as soon as they are ready, and until they are implemented we should colour objects in the colours they would be if they had art assets. We are also having problems with attendance, which has being a reoccurring problem with all of my teams, and we were told that we have to solve ourselves. To try and combat this, we have an attendance chart on the wall, which will hopefully make them want to come in more. So far I believe the game has promise, and I’m excited to see how it turns out.
Global Game Jam 2016!
For the first time ever, I took part in the GGJ!
I worked with Dan, Georgia and Mike, and the theme was Tribute. From this we got the idea of a basic mobile game, where the player had to tap in the rhythm of the music to drop knives and sacrifice a goat. The more goats you killed, the more points you got and you could upgrade your knives. I was really sick this weekend, so I didn’t do a lot. However I wrote some short bits of writing, created the game name and learnt some basic unity stuff with Dan. It was all quite fun, apart for the people who stayed up for the entire weekend. I come up with the name ‘Sacrificium’ for our games title, which I thought suited the games comedic tone, as it sounded a little high-fantasy.
Here’s all the stuff I did!
First I did a main menu mock up:
Then a piece of backstory and explaining the mechanics of the game:
and then finally a text for when you lost the game:
Started making a really cool JRPGish turn based game with some of the most deepest plot and dynamic/static characters. This game will make evangelion look like pseudo philosophy.
more info to come.
It's going to be called 1st sign....... Spread the word and follow this blog. I'll most likely make a developers blog and post shit on there. "inserrt obvious viral marketting tactic."