Saturday, June 14, 2014

Sprint 2 is over :o

Hello all Zach here, today was turn in day, and also the last day assigned to post on the blog. I have some good news and some bad news.

First the bad news:
I will not be posting pictures of the game today, sadly one of our merges last night did not turn out as well as we though it did. Our game currently has encountered quite a few crashes, we have implemented solutions that work for some of them, and some that only work some of the time. For this reason, I am choosing not to post pictures of the current build.

Now for the good news:
We will most likely continue to update the blog throughout the next sprint towards beta!

Also, it is going to take some work, but we are going to go back to a previous build of the game, and implement the broken parts (along with one part we know broke during the merge) correctly.

Pictures to come soon! This sprint is all about making everything fine-tuning, so look they should be quite nice.

Friday, June 13, 2014

GODS IN THE HEAVENS

This merge was scary... a wild crash appeared and it was supper effective, 10 hours before the turn in. But we found the issue and fixed it, now the game looks better than ever with animations, new AI, a world map, and new sweet sweet intro cinematics and title screen with a new title screen.

Thursday, June 12, 2014

Crunch Time!

Hello everyone!

The whole team is here again today! We had a very productive class day today and got a lot into the master build. Full functionality in Level Select is present now, multiple level are able to load (not just the first level), a ton of new animations and AI are also in now. We are getting very close to being ready for our Alpha sprint turn-in, probably about 90% playable at this moment.

On another side note, E3 has excited us this week and has us looking forward to a lot of new games. E3 has also convinced some of us to finally get a Wii U for Smash Bro's and the new Zelda game :O ! Battlefront 3 also made a few of us scream like a fan-girl out of sheer excitement. Sunset Overdrive looks pretty unique and we love how they poke fun at other games in their trailer. Basically E3 overall got us super excited to be in this industry! Look forward to our post tomorrow, as that will basically be the full working game!

Wednesday, June 11, 2014

Teamwork

Hey, Taylor here,

Today I am going to spice things up a bit and instead of talking about game progress, talk about teamwork. In the game industry, team work is a HUGE asset to every proper game development team. My experience with teamwork during this sprint were very interesting. Zach and I are always requesting time from the other because we are dependent on the other's user stories. This past week Zach and been asking if I have done the player's dash yet, and today is the day that it is finished. When I told him I was going to work on it, this was the look on his face -> (O..O) soon after with a "FINALLY" with a little bit of cheering at the end. All in all, though, we haven't had any issues with team work on the team, and without that, we would have not gotten anywhere on this sprint.

Tuesday, June 10, 2014

A bit of everything

Today we finished class with a bit of everything, Stage selection, New AI, End of level screens, Animations. New animations for the new enemy AI was added into enemies, adding more flavors to the game and entertainment. Stage selection is being worked on but we can now see how it will look. End of level screens such as Level Complete, Stage Complete and Game Over were added to the master repository as well. In short, a bit of everything was added to the game today.
Hello world! Zachary here.

This post is for june 9th, I apologize for being somewhat late, my power has been out and therefore I had no internet to post! But nevertheless today was a successful day! We got together and got quite a bit of work done. We also merged, which for once was super easy! I would post more, but I need to try and get some sleep before class tomorrow, so goodbye for now.

Sunday, June 8, 2014

Inspirations, Part 2.

Hey guys Anthony here again!

So today is the conclusion of my first post, "Inspirations...", in which I discussed where the origins of some of the ideas I've had for God's Glyph's came from. I went over idea of color starting black and white color, and started to touch on the sound, and it is this aspect which I feel can totally make or break a game. I wanted to have a beat heavy bass line that increased in tempo the faster combat started to go. This idea came one day when I was playing "Zone of the Enders", I noticed a key piece of making their combat feel super fast paced was the music, it is so fast paced and fits the feel of every battle exactly! I wanted to take this idea and make a system that reaffirms to the player every second through sound how well they are doing, while always trying to inspire the player to go faster. This actually brings me to my last point, my idea of the momentum system, which I actually contribute to "Star Wars: Episode 1", specifically the scene where Anakin is met for the first time. They say something about him being the only human able to fly pod-racers and it shouldn't be possible for any human. I've always wanted to make a game that feels so fast to the player that it feels you are doing the impossible and have reflexes faster than anyone alive. So our momentum system governs the conversion of color, sound, and general overall game speed to seemlessly generate the feel and reassurance of how well the player is doing. Well that is it for me tonight folks, see you around :)