Showing posts with label Engine. Show all posts
Showing posts with label Engine. Show all posts

Monday, 18 April 2016

Easter Update

-Score is now a time trial instead
-Water now does damage over time rather than instant kill
-New arms are starting to be added in
-Changes to boss mechanics, the boss will begin his leap from farther away

-Work nearly finished on 1:1 scale wooden minigun for exhibition





Friday, 11 March 2016

Daniel's Targets 11/03/2016

Rocket Launcher Update:



Oculus Main Menu:


Main Menu with Controller + Mouse Problems:



The controller doesn't work unless the mouse is focused on the UI, if the mouse is focused on the UI, then the mouse is constantly visible, I got the mouse to remove itself from visibility when its staying still, but only if I hold left click whilst doing so (for some unknown reason). But if the mouse is to be hidden, it's not focused on the UI, thus, the controller cannot be used until I click the UI again.


Friday, 19 February 2016

Health Potion Drops, Useable Health Packs and Health Pack Storage Upgrade



- Health Packs can be used when 1 or left d-pad is pressed
- Health potions drop to heal a small amount of health
- New water is in
- Made tweaks to spawns in the first room inside the spire, players will no longer get swarmed by loads of melee attackers instantly 


Loading Screens for Aaran





Player Testing

-Gun rotates 360 degrees

17/02/2016

Tester 1 - Alexei


  • Can go under jump obstacle
  • Enemies don't spawn correctly if you approach from the back of the portal
  • Shop buttons are still not being clicked on correctly (Tested this, can confirm it isn't fixed in 4.11 preview)
  • Sometimes enemies shoot through terrain
  • Player needs some kind of sound to alert the player of approaching enemies

Tester 2 - Daniel (Not me)


  • Faster Movement wanted
  • Dash was good
  • Maybe more than one weapon equipped at a time
  • Enemy projectiles should be faster or smaller
  • Should be more difficult
  • Enjoyed demo
  • Jump stopped working somehow (Same with Julian, no idea how to replicate this to fix it)

Tester 3 - Louis


  • Shop is hard to use (More tooltips was the idea suggested by Louis)
  • Money needs to be more clear (wot)
  • Dash mechanic is useful
  • River is hard to get out of
Tester 4 - Eleri


  • Shop is difficult to use
  • Enemies can enter the river
  • Enemies can shoot through terrain in certain situations

Friday, 5 February 2016

Damage feedback, money spawns and sound pitch modifiers

The guns have a pitch modifier now so the guns don't always sound the same, so the sound won't be as repetitive as it used to be....

The screen now flashes red, followed by a sound and screen shake to pack a punch.

Money spawns on the floor now... 




Engine Update and Tester Feedback

After a game testing session at Crowleys last night, a lot of the feedback has been taken on board and applied to the current state of the game, some of the feedback is as follows:


  • Remap Dash Key, move abilities to the D pad
  • Enemies should be slower
  • Ranged Enemies need to be less accurate
  • Lighten up areas
  • Use a brighter laser colour
  • Shotgun pellets need to be smaller for less accurate shots
  • Enemy textures need to stand out from the environment
  • Pricing of items in shop
  • Shop men (the u is cut out on the shop)
  • Reload speed should be shorter
  • Reload visual feedback
  • Taking damage visual feedback


Points Addressed


  • Enemies should be slower
  • Lighten up areas
  • Use a brighter laser colour
  • Shotgun pellets need to be smaller for less accurate shots
  • Enemy textures need to stand out from the environment
  • Pricing of items in shop
  • Shop men (the u is cut out on the shop)
  • Reload visual feedback


Nearly there, just a few more things need to be addressed...

New additions to the engine:


  • Updated landscapes with dirt textures
  • Egg clusters finally added!
  • New boss texture added WITH the skinned + rigged model





Friday, 29 January 2016

Engine Update 29/01/2016

The updated lighting with Aaran's shop model and updated drone. As well as Rhys' shipping container models that the aliens have dragged through the portal.













Paul's character model in engine.


Friday, 22 January 2016

Update 22/01/16

Map flythroughs : https://www.youtube.com/playlist?list=PLfAaIbr2CVo_5C9Yus8jDHNd0iIljPRmM

Tasks completed :


  1. Levels have landscapes
    1. Spire
    2. Room 1
    3. Room 2
    4. Room 3
    5. Boss Room
  2. Options menu
  3. Hallways added
  4. Assets added
    1. Tree model
    2. Mushroom model
    3. Drone model
  5. Enemies now have a random chance to drop currency, instead of just receiving it on an enemy death
  6. Ranged enemies can now aim downwards or upwards, so they can be placed in sniper nests

Assets in game :

-Aaran's Drone Model
-Rhys' Tree and Mushroom models





Friday, 15 January 2016

Main Menu Update


Now with two new textures, Rocket Launcher texture doesn't load properly for some reason however....

Wednesday, 13 January 2016

Oculus Update


Gun Sway to make the gun feel less static
Gun can aim up and down
3D HUD, shop and boss health bar
Can actually purchase things from the shop by looking at the button instead of using a mouse

Thursday, 7 January 2016

First Engine update after Christmas



Okay, so the changes are as follows:

-Added 2 new rooms, meaning 6 rooms in total (tutorial, spire, room 1, 2, 3 and boss)
-Head bobbing
-Made the gas despawn after a small amount of time to prevent lag

Changes to be made:
-Need items to be more expensive, for balance and difficulty purposes
-Enemy waves need to be revised (difficulty ramping)

Friday, 27 November 2015

Cave Entrance Proxy


A proxy cave entrance, nothing final but there we go

Cel Shading attempt



As you can see I tried to create the celshading post process effect, but this was the closest I could come up with.