A little late this week. I've been working like mental to get stuff ready for the weekend! Going to be a short blog, too much work to do! As Adrian mentioned on Sunday, we are heading to CoxCon this week and we're extremely excited for people to play Reprieve. I'm also stressing over the small things that might go wrong, as I do. This week though has been a blur of work. I've removed any temporary mesh colliders that were in all the scenes and replaced them with less heavy box colliders. I've put the levels that Adrian built into the game, as well as any other artwork he's been sending my way and there's been a lot! I've also been working on making sure everything works as it should, but there's still plenty of testing ahead to make sure the game runs well (optimising hurrah!). I'm about to get a start on making sure the wave battles end as they should, so people can progress in the game. Lots to do between now and Saturday but it'll get done. Then I'm onto the lighting, audio and other such stuff. Not sure what's happening with Sunday Musings. Hopefully I can find some internet somewhere to post some updates. If not, it'll probably end up being Monday Musings. Oh, the alliteration!
In the meantime, enjoy the rest of your week! Good afternoon. I keep forgetting to actually write this so I better do i t now while it's in my head. Head like a sieve and all that Artist's Impression of Me at 1 a.m.So this week has been more work on the Demon Battle, specifically the smaller enemies that go with it, which has been a mixed bag so far. So there's 3 different enemy types in this battle, a Thrower, Grabber and a Sprinter. So far I've managed to get the Grabber and the Sprinter working about 90% with some small little things to be added before I can call them complete which is good. I'll probably give them another pass over to make sure they're consistent and not prone to breaking like the Boss was initially The thrower has been a different proposition all together, unexpectedly. In theory, it's an easy enemy to make but somehow I managed to make it far more difficult. I spent roughly 8 hours yesterday trying to figure out why the movement was acting strangely. At about 1 am, I figured it out. I had a sort of loop in the code which made the movement happen multiple times. So now that's fixed and I should have the battle finally done by the end of the week, I hope... That's me until Sunday Musings. Enjoy the rest of the week!
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Dan's Dastardly DictionSo, I'll try keep this somewhat updated. If anyone reads this and has a question or whatever, just comment Archives
January 2016
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