Monday, March 25, 2013

Week 16

Yo!

This week our team went to Made in Mass. We got both praise and feedback from real industry insiders, which was a real privilege. We're still slaving away to get features into the game, so keep your eyes open for bot voices, new weapons and armors, a fully implemented menu system, and more!

Between PAX and Made in Mass, it's been a tough week to get together and work. I wrote up all of the item descriptions for the game, and JT got them in -- but looking back, I'm thinking that the special abilities need clear descriptions, to help new players. I also set up our final report, which outlines our design and development processes, as well as a post-mortem and references and all those goodies. I've also begun planning the props I'll be adding for the environment to fill it out (empty rooms aren't very exciting).

Shane did this stuff.

He insisted that I also mention that he did "a hundred times as many head animations as that", as well as animation alterations and flaming samurai head stuff". So there you have it.

JT added the functionality for the samurai armor ability, along with a makeshift animation that Shane supplied until he can get the flaming head working correctly (it's some tricky nonsense, I tell ya). JT also fixed a ton of bugs. There are always more bugs. He managed to set up a tech demo for Made In Mass, which was great, because it let people try out all the functionality without any multiplayer. He also added some changes I requested for the bow -- bigger arrow hitboxes, faster draw, stuff like that.

Monday, March 18, 2013

Week 15

Hola!  (French for "Pizza!")

This week, we've been focusing on getting the game trailer-ready. That means getting the game into a beta-state where almost all of the content is in. As such, I have taken the liberty of finishing the level art and passing it on to JT, who worked overtime to get it in for Monday.

Shane has been working vigorously on adding alternate heads to the game. It's a nasty, tedious task that I've forced him to do, as an eternal punishment for his crimes against the Greek Pantheon. You'll be seeing these badboys next week.

In addition to adding the new level art, JT has added pushback to the spear attack, hit effects (sparks and oil), and the peasant armor ability (which I'm calling The Goldfish, because you're fishing... for gold).

It's all available for you to try out right here!

Check out the trailer!



Adios, amigo! (That's French for "get lost, kid!")

Week 13/14

Here's what the team was up to during the week preceding our Senior spring break (which I spent having my wisdom teeth removed - and what a thrilling experience it has been!):

Shane has been doing this stuff:




On JT's end:
  • The game now features a Name Entry screen on startup. Killed your best friend with an arrow to the heart? (Admit it, you've thought about it once or twice) Now everybody can laugh about it, as it's clearly displayed in the top-right corner of their screen.
  • There's finally Xbox controller support! At last, the mild unpleasantness of playing Bushido Bots on your keyboard has become an un-necessity! (Okay, that's definitely not a word.)
  • A finalized credits screen. Credits all around!
  • Bug fixing!!! We got all exterminator up in here.
  • Armors affect movement speed. No more Samurai in full body armor keeping pace with those pesky ninjas. Sorry, samurai! (Always wanted to say that).

And on MY end, I've been working on creating a new area for the players to perform acts of violence in. Check out this (no longer) serene field of Sakura.







We even made a powerpoint about all this sweet sweet progress, for our Faculty Advisor. Go ahead and check that out if you're vibin' it.




Vibin' out,
-Wyatt