After the fiasco that was the working week of my last blog, I'm happy to say that everything is back to normal workload wise. I also finished object pooling for the moment, so no more mentions of me doing that for a while, which is awesome... Like a Boss...Literally Anywho, this week it's been all go for us with some white-boxing of the next section of the game, which I'm currently making playable . This part is similar to the forest sections of the game. By that I mean that it's one of the intermissions between the big sections in the game...which wasn't a very clear explanation at all. Ah, it'll make sense soon enough. Also this week, I fixed slope walking. Granted, I did it in, what i'd call, a cheating way but it works, dammit! Basically, Evelyn was having a little bit of trouble on slopes (understatement of the week). Sliding back down, in other more descriptive words. So in order for the white boxed section to work at all, I had to fix the slope problem which is now thankfully solved. And the final thing that I've done so far this week. The first proper, big, super important, life changing boss battle that I may now be over selling. I can't begin to even express how nice it was to code something other than Object Pooling (sorry, I mentioned it) and this was the first thing I was doing this week. Even when it stopped working properly, it was enjoyable. There's a few things involved in this boss battle. Some aren't in yet, like...erm...the boss (currently represented by, arguably, the crudest looking boxed out boss you will ever see. I guarantee it) and another small few things. But for the most part, the key things are in and working. I also had to create another new camera mode for the boss battle (we're up to 6 at this stage). This will be used in different scenes too (like the kitchen scene at the beginning of the game. Things are progressing nicely and hopefully we can keep going like this for the next couple of months. All the Ludo! It's that time again, DubLudo XV is just around the corner. Monday, in fact, and as usual we're looking forward to it. There's been a few changes to the game over the past month or so. Probably not as much as we would have hoped for though. Hopefully the slight changes to the controls, boss battles (assuming we're happy with them) and new levels will suffice in getting us some feedback on how we're doing. We'll have pictures from DubLudo floating about on here and Facebook next week. Be sure to give them a gander. And sure, if you're there pop over and say hello. I'll invariably be staring at Adrian's laptop while someone is playing...Looking for bugs, as I always end up doing. And Adrian will actually be conversing with people, like a normal person... Dauphin Gormandise... Hopefully by the end of the day, I'll have bought some tickets for Dave Gorman's Powerpoint Presentation in Vicar Street. We're really looking forward to this. Both me and Adrian love Dave Gorman. He's bloody hilarious. I missed him the last time he was over, so really looking forward to this. Insert Relevant Title Here So that's it. I've leave it there
Be sure to check out Sunday Musings on Sunday and our screenshot on Saturday which will be posted on Twitter and Facebook as per usual. And, of course, watch out for the hundreds of millions of DubLudo photos that I'll have to take next Monday due to Adrian's phone being all broken and generally crappy It's been a strange week thus far for me. This is the first day this week that I can actually sit down for most of the day and get a good bit of work done! My expression for the past week or so has ranged from the Goofy Goober waiter to Spongebob. Thanks, mostly, to trying to implement Object Pooling in the game. It's been like a coding version of having to look for a disc that you placed in the wrong box. Essentially every fix led to another problem which led to another, which led to another. But it's getting done slowly but surely. So hopefully that with some other things later on will help the game to run a bit better on lesser machines...Looking at you, Adrian's Laptop. I've also been animating the end level portal to make it look all puuurty. Only took a few minutes but I did it dammit! So now I'm back to Object Pooling. Wish my sanity luck, if it still exists... "Where's The Switch?"This week, a day earlier than expected, my PS4 arrived. Got the white version. Took me an absolute age to find the Power button, which I only found thanks to Adrian googling it. Otherwise, I'd still be sitting there or probably shaking it in the hope it turned on. First impression...Dashboard way better than what was on PS3 which wouldn't be difficult at all. Everything essentially just moves nicer and faster which conisdering on PS3 you could write a novel, alphabetise your blu-rays, go to Azerbaijan and come back and still have enough time to make a cup of tea while waiting for the XMB to load during a game, is a nice change. Other than that, It's pretty much same old, same old. It's quieter, if anyone cares about that (not that the PS3 was absurdly loud). I did go to Gamestop and what not to see if there were any good games out and to be perfectly honest, none of them are actually out yet (Certainly none that interest me much). Hopefully over the winter period there'll be some good games. Become Legend?As part of the PS4 bundle, I got Destiny. And while I've not played more the 5 or 6 hours, I thought I may as well post some impressions of the game so far. Padding for the blog, you might say In essence, I'm conflicted on this game. Really conflicted. With some things I love it, and then others sully the experience for me. On one hand the controls are awesome, best FPS in terms of feel for me since BF:BC2 which considering that's my favourite FPS of all time, is a huge compliment but then there's the small issues it has... Enemies spawning repeatedly in the same places (presumably to allow other people to do the same mission), this causes an issue when there's 2 batches of enemies near each other. So if you spend even a small amount of time fighting the second batch, the first batch respawns and attacks you from behind. I get that it's an MMO but Christ it's annoying Then there's the feeling of near invincibility. While the above is an issue, it's not that big when you feel like you can't actually die. I hope as I go through the ranks, the enemies get harder but I just feel like I literally can't die unless I get extremely careless at the moment and I don't like that in games. I've been told the enemies do get more difficult so I probably just need to progress some more and then this won't be a problem any more. I want to feel that the slightest mistake gets me killed, hopefully it gets like that as I progress. The constant missions. So far it feels to me, it's just all missions. I was hoping there'd be some degree of free roaming be that on planets or in space, which leads me onto the fact that you don't fly the spacecraft. Again, slightly disappointing but more my own fault for not really reading up on the fact that it's not free roaming or Open World. Overall, it's still a good game. Very good but could have been better, in my opinion No Man's Sky will probably be more my speed whenever it's released. FinNothing much else to write for this week's blog. Apologies that the actual development part of the blog was relatively short this time around.
It's my turn to write Sunday Musings this week. Hopefully there's more Burn Bright Games related news then. Until then, I bid you adieu! |
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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