Tuesday, June 30, 2009

I SURVIVED THE NIGHTFALL- Kei Kasai

We're finally finished...its been a long winding road full of challenges and as the course finishes I cant help but feel glad and proud about where I'm at, and how I strongly survived and acomplish a lot. I have finished all my tasks, worked with some brilliant people, learned new things, and most importantly have produced high quality work for my team and of course for myself. For the past weeks I've been helping our marketing person Stephanie to produce posters, box art, etc., also have worked on with the trailer with Tame and Jason, the final version will be edited by Steph and can't wait to see them on the big screen. Thanks everyone! Ciao!


Friday, June 26, 2009

Tim Bewick - Week 25

We are handing in our gold milestone today! This week I worked on making mouse wheel scrolling alter the zoom level of the sniper rifle, I made the multi player menu correctly display the players and their names and remove them when they leave. I also helped fix memory leaks and bugs.

Its all over red rover!!

So thats it, our game is done and dusted. What an experience!!!!!!!!

Its all over red rover!!

So thats it, our game is done and dusted. What an experience!!!!!!!!

FORUM

Just incase anyone missed what i wrote on the whiteboard, i have set up a forum so we can all keep in contact after the course has finished, the URL is:

http://gdfeb08.forumotion.com/forum.htm

Tuesday, June 23, 2009

Battlecruiser Operational

Greetings Command.

For the past several weeks i have been doing all kinds of crazy random things for the project, from creating particle debris objects too further LOD'ing all my objects.

I enjoy doing small parts for loads of diffrent parts of the game, keeps things alot more intresting rather then working on one long boring thing.

Now that most of the art stuff is finished, the work load has become alot lighter which is nice, since the game gold is due in four days we cant add anymore new assets, due to time restrants, but all our planned assets for the enviroment, plus extra have been creating ;)

Im looking forward to the final build on friday, as our game is already quite fun to play and with the final annoying bugs knocked out i think we will have a solid fun game, especially in multiplayer.

Monday, June 22, 2009

Michael Bastiaens - Monday 22nd June

"Captains Log 22/6/09"

We are in our final week of production and all thats left on my side of things is a few more re-exporting issues to do and im still the main person changing and attempting to balance the game through the LUA scripts. I also suggested the idea of making a yellow coloured tooltip whenever a player finishes researching a weapon to give the player more feedback so they arent just being bombarded by blue tooltips. Some of the issues ive been balanced include making the guns fire faster but do less damage to increase the pace of the action in the game, ive also decreased damage from enemy snipers and made them shoot slower as there was an issue where whenever 3 or more appeared you were pretty much guaranteed to die. Ive also adjusted the enemies that appear each wave trying to ramp of the difficulty of each successive wave in smooth progression. Other than that theres nothing else much to report and yet again no pictures.... However if you still have a hankering for some images.... heres a link to my competition entry since im working on a new reel in my spare time over the weekends; http://www.cgcoach.com/beta/index.php?option=com_kunena&Itemid=340&func=view&catid=19&id=2993 Enjoy XD

-Michael

Tim Bewick - Week 24

During Week 24 I got quitting back to the menu and starting a new game working (this was quite a task). I also worked on the HUD, made the avatar be revived when they are healed by team mates when incapacitated. I also changed the crosshair when debris is picked up to show you if it can be dropped.

Friday, June 19, 2009

CARRY ON MY WAYWARD SON!!! YOU HAVE COME SO FAR AND NOW YOU'RE ALMOST DONE!!

So the game is set for gold on friday, and its getting really stable now. We have had some great feedback from play testers and we are doing the best we can to deal with their issues.

Unfortunately there is still no networking.....BUT ITS SO CLOSE!!!!!

Wednesday, June 17, 2009

A HighPolyMonster Production, :)

Well, today was definitely very interesting. We got the chance to present what we are working on to some of the school. I was really surprised by the turnout and it kind of blew me away that alot of people seem quite interested to see what we have. I was even more surprised to see the animation classes there as well, especially after all the grief we have been giving them during this production. Thanks to everyone for turning up.

Having said that, there are still some things that I need to work on for the next presentation. First is volume. I thought I was loud enough, apparently not. I'll be reaching for a microphone the next time we give a presentation which will probably be sooner than later. Also, I want to make the next presentation more interactive, which is what it should have been today. The point for the presentation was to get people interested in the game, and also to get some playtesters to help us track down annoying bugs. I think we did manage to get some people interested in the game, we even got three playtesters in who helped us track down some bugs which Roy managed to fix today which was really cool. Hopefully we can get more this week.

At the moment, the team has entered crunch mode. The main focus is stability, gameplay and bug fixing. Luckily alot of the gameplay code is exposed to Lua so some of the suggestions for game improvement made by testers can be "tweaked" easily enough. Hopefully things will pull together nicely for our hand-in next week. Pray for us, later days.