It's blog day! And it's my turn! And I've probably not got much to write...as usual really on my week. Damn those...weakdays...See what I did there? You Better Run Egg!Or int to be more relevant...More on that in a bit. First of all, I've managed to get the game working on the keyboard...Surprisingly took more effort than I envisioned. In order to make use of Unity's blend tree animations, we've got a float in the player script which shows how far the analogue stick if pushed over in the X and Y axis. All I presumed I'd need to to was replace that float with one for the keyboard. Apparently not. Cue Evelyn turning into Michael Jackson and moon walking every which way but loose. In the end I just had to create another part in the script for movement on the keyboard. Not too much work but a tad bizarre nonetheless. So this week I've been mostly doing menu related high jinks. Specifically, the shop menu for potions, attributes and what not. Hit a snag last night in trying to make the skill tree work which involved integers. Basically, no matter what attribute I clicked, the game thought I was clicking the sixth one. Turns out it was my own fault for messing with something in the inspector...shock, horror. But it's working now, but not finished. There's still the main body of work to do on it, so hopefully I'll have that done by the end of the week. There's a staaaaar man...As some of you made read on Sunday Musings, I spent all last week working on Star Jump, our android game. Various things needed to be re-done and some bugs to be fixed. And I was able to get it all done. There are some things that need to be done but they'll be done before release and when I've had a chance to test them on blank projects before trying to implement on Star Jump. We need to test it out, as there seems to be a slight issue with the menus between mine and Adrian's phones but hopefully that's more of an issue with his gravity loving phone than the actual game ಠ_ಠ I Don't Even Need to Tell You the Name of the Game We Were Playing...We played more Team Fortress this week, as per usual. It's now our go to game when we want to play some multiplayer and I think it will be for the foreseeable future too. We were playing some games yesterday and had the privilege of having abuse thrown at us and the rest of our team by what sounded like a twelve year old and their friend. Genuinely hilarious on every imaginable level. He's was a tad peeved when he got kicked...just a tad. Apparently, I am n00bman. I sound like a terrible superhero. So, ever since I gave up on trying to enjoy Battlefield, I've needed some FPS multiplayer to fill the void, so Team Fortress it is! It's just less annoying to play. I used to love Battlefield, Bad Company 2 remains my favourite FPS I've ever played but Battlefield 3 went a new direction and then Battlefield 4 just crashed constantly for 7 months. It's nice to have a good MP FPS again. Even if, just putting it out there...I hate spies. Oh god, how I hate them. That'll doI shall leave it there for this time.
We will return for Sunday Musings, which I'm writing this week and, of course, Screenshot Saturday on Saturday. Be sure to check them out!
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Maybe not that much rambling then. I may be overstating it. Usually I write this early in the day but this week I completely forgot about it, a sign of ye olde age or just having a head like a sieve, who knows. Trollo? So this week we've made some slight changes to how we actually set up our workloads and what not. Pulling too much stuff across on Trello is seemingly not the best of strategies. Makes things look like they're progressing at a snail's pace. So now we've started doing what we were doing at the start, only pulling across a realistic amount of work to be done. Makes things work a little more smoothly. Probably more a mental thing than anything but still, makes things easier. All the Work? Smashing So what work is going on then? Well, to go with the mini-boss battle that I did some weeks ago, I've started working on the enemies for that particular battle and, of course, their spawning system. So far, the spawning system has been completed and been working on the enemies AI since yesterday which should be mostly done by the end of the day or tomorrow (I hope!) The lastly, we're planning on testing ledge grabbing in the game and whether it's needed in the game, would solve some level design problems with jumps being slightly too long for Evelyn to make, plus it'd be a nice thing to have in the game. So that's what's being done this week, hopefully by the time Sunday Musings rolls around, it'll be done. So a Spy and a Heavy walk into a Bar... ...and the heavy weeps as he's stabbed in the back for the 900th time. So as you all know we've been playing some Team Fortress 2. I've a feeling it's going to become my main FPS for the foreseeable future (unless DICE makes another Bad Company). Getting better with the keyboard and mouse. Tis about time! Really enjoying it, especially when you get into a good server with some decent teamwork. We'll probably play some after I finish with the enemy AI. It's an addiction, I tells ya! Time to Mosey on Out of Here... Bit of a short midweek blog this week. We're going to see Dave Gorman this week at Vicar Street, so expect some talk of that in this weeks Sunday Musings as well as the usual music rigmarole.
Of course, keep an eye on the twitter for Screenshot Saturday and what not and we'll see you on Sunday! |
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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