Good afternoon, it's been a much more productive week for us than last week...
Productive Week is Productive
As I said, this week we're back in full swing with getting work done which has been nice. I've been working on the Mesh Combine Manager. I've been trying to make it work better, in terms of flexibility and actual function. I've added an object exception to the manager which allows us to specify an object rather than a whole material which is handy if we don't want to exclude a lot of objects using the same material. I tried to add a fix for Unity's vertex limit but that hasn't worked as of yet. A fix for that will probably be an ongoing thing for a few weeks...
I've been fixing the camera as well. One of the things we added in just before CoxCon was the camera shake. We added this when Evelyn was hit by an enemy and in other instances, like when steps are rising out of the ground. The problem with the ground shake is that it caused all the different camera types to just act the same which wasn't ideal for the boss battles or the wave battles. That's being worked on at the moment One of the biggest problems that we noticed last week was the jump being influenced by the game's framerate. In the demo (on our laptops) the game was running at 60fps. With this framerate, everything was fine but then when I went to record the demo on my PC, which was running at over 300fps, I couldn't make a specific jump. I initially thought the problem was the jump itself. I rewrote the part of the code that was controlling the jump but to no avail. It ended up being the gravitational multiplier which wasn't independent of framerate. Quite a silly thing to miss really I also fixed the skating problem with the jump animation. Evelyn now acts properly when she lands after a jump. Video of the demo should be coming early next week. The rest of the fixes have been taking up the majority of my time. Adrian got to work on a new spawner for one of our enemies. The dragonflies will now spawn out of the eggs shown below. These eggs can be destroyed to stop the enemies spawning and in some sections can act as a platform.
He also created a splash effect for the lava. At the moment the plan is to use that effect on some of the lava platforms when they fall into the lava
He was also messing the the camera effects, like colour correction which we used in the screenshot above. It saturates the colour a bit and makes the scenes look a bit more atmospheric. We'll need to mess around with the effects a bit until we get the balance we're looking for Adrian also had a go at baking in some of the lighting rather than having it render in real time. It took an absolute age to do and then he had to move a light...so that was a bit of a non-starter. We'll probably go back to it at some stage when we're sure of what we need. Songs of the Week
Time for our songs of the week. Adrian's gone with Hot Chip's "Ready for the Floor". I don't know either, I just smile and nod at this stage...
I've gone for Alistair Griffin's "Always No.1"... Adrian's: Hot Chip - Ready for the FloorDan's: Alistair Griffin - Always No.1
That's me for this week (Huzzah!), Adrian's doing the blogging next week.
Enjoy the rest of your weekend.
Hello and welcome to Sunday musings. This has been a slow week in terms of work as we are figuring out exactly where to go with the notes we got from CoxCon. Many people played the game and everyone gave great feed back so working out what we can use and not use that wont destroy the game in way's that would not make it Reprieve any more.
This week I started to model a few added things to the world that are now going into the game suck as the Lever's and new rotating lava platforms. The lever will be used throughout the game and will be used in puzzles and at the end battle waves where enemies will be holding the actual handle and players will have to fight to get it back.
Dan was working on some small fixes that were needed in the demo that we brought and he has started recording a video for you tube just to show people who didn't get a chance to come to CoxCon what the demo included and how the early game play looks like. Dan has also noticed a great little flaw in unity where the jump distance varies from engine to build and even builds on laptop's. Its a bit strange as we are not running the physic's in time with the frame rate but its on his list to fix for next week.
Again not much to talk about this week as we took it slow. Can you feel the tune's tonight!
It's time for us to list our music for the week! I will let Dan go first with Dire Straits song Sultan's of Swing
I am gonna go with the late Cilla Black's first number one Anyone Who Had a Heart.
Hope you all h ave a good Sunday, Dan will be in charge again next week and hopefully more to talk about :D
Until then Have Fun! |
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