Wednesday, December 16, 2015

Advanced Design Week 16 - Retrospectives

This week is retrospectives for Advanced Design, and here I am doing this last blog at 1AM the night before.. Oh well.

I believe that I drastically improved my value to the team this second half of the semester. The first half of the semester I was definitely coasting. I'm not sure if that was because I was indifferent, if it was my first design class, or I was just a jaded douchebag. Either way, I think I really turned it around like I wanted to after midterms.

I added several quality features to our race, all of which made it into the final Codex (with a few changes made along the way obviously but they are more or less close to how I initially designed them). I also helped to playtest and balance an incredibly large portion of the mechanics for the Lizardmen.

Warning: Big block of text incoming

I definitely am incredibly proud of myself for the change I made and hopefully my feeling is reflected in the score I receive! Having said that, I would give myself a 4. I believe I 100% met expectations for what I was supposed to do as a member of the mechanics team and as assistant mechanics lead. I would say I was still a little weak on my communication outside of class (G+), but it was definitely a drastic improvement from the first half of the semester. My attendance improved (actually was on time every day I think) and I also attended the optional playtesting sessions on Fridays. I think my intellectual curiosity was there, as I spent quite a long time researching the different tasks I was assigned, including the Hwacha and how formations work. My body of work is good, it included the Fury Launcher, formations, the Temple Guard, Terradon Flyers, a few psychic abilities, and I also managed a lot of the management of the mechanics spreadsheet making sure it was organized and easily usable by someone that wasn't on the mechanics team. My attitude improved, although I did still have issues with Sean, but overall I think I had a better/good attitude.

That's all folks!

Friday, December 11, 2015

Capstone Week 16.5 - Demo Day

This post is for the large amount of work I did the night before Demo Day. Throughout that night I added/fixed the following things:

  • Add Wreck-uisition splash screen
  • Add Main Menu sound and intro "animation"
  • Fleshed out character customization and moved it into Main Menu scene
  • Filled in Credits
  • Replaced button graphics
The splash screen looks great, it was a pain finding out that Unity uses Quicktime (yes that Apple program) for importing/handling video in-engine. Hopefully that doesn't cause problems... (foreshadowing). 

The Main Menu sound/music sounds great. Matt did a great job of coming up with some cool music for us. I can't wait to hear what else he has in store for us as the rest of the game progresses. The intro animation and sound start playing after the Wreck-uisition splash screen. 

I moved Character Customization into the main menu scene. It is now properly held within the loadout area (dark side of the planet). It all works great, and the players load into the game with the proper items/abilities.

I filled in the Credits screen so each of our names were shown on screen for everyone to see! It looks good, also it will HAVE to be made more transparent in the future so you can see the beautiful lens flare. No joke.

Little less exciting, but I replaced the sprite that the buttons use so they look like they fit into the setting and aren't just the default Unity button sprite.

I'm done!!! Now to most likely do some more debugging tomorrow morning for Demo Day and then the semester is over (besides retros, but no biggie there).

Thursday, December 10, 2015

Advanced Design Week 15 - The Big One

This week our army was to play 2 different games! One was Lizardmen (Ryan) vs. Tau (Sean) and the other was Lizardmen (Garrett) vs. Sisters of Battle + Inquisitors (Emil).

The Lizardmen actually won their game against the Tau due to getting more objective points than the Tau.

Unfortunately the Lizardmen lost to the Sisters of Battle and Inquisitors, but this was foreseen as the Inquisitors are very anti-psychic, while our army is psychic reliant. He also brought a Titan which is, ya know, okay I guess.

This week was a pretty lax final playtest, and next week we do retrospectives.

Wednesday, December 9, 2015

Capstone Week 16 - Damage Reflect Hack, Playtesting, Character Customization and Demo Day

This week the only new feature I worked on was the damage reflect hack. Once I completed that, I moved on to fixing the build so it works for playtesters and fixing any bugs they find.

The first item on that agenda was fixing the character customization so it could be properly used. This is adding on to the changes made last week, as there were still some issues I needed to work out with it.

Through playtesting, we found many issues with different abilities, weapons, and whatnot. We also got in the animations for weapons and whatnot and were testing how those worked in-engine. Everything worked pretty well.

The rest of this week will be spent getting the game ready for Demo Day. It's gonna be a late night...

Friday, December 4, 2015

Advanced Design Week 14 - More Playtesting...

This week was once again more playtesting, but do not fear! I took some more excruciatingly detailed playtesting notes!

Dec 3 Notes

These December 4th notes weren't mine but they were just as detailed. I was actually in control of my Imperial Guard army against the Lizardmen. I thought that the Lizardmen were definitely a strong opponent when up close to them, but when kept at a distance they fell before the might of THE IMPERIAL GUARD'S BALLISTICLY SUPERIOR ORDNANCE WEAPONS. DOWN WITH HERESY! Oh jeez, don't know what came over me there.

Dec 4 Notes

Wednesday, December 2, 2015

Capstone Week 15 - Level Importing, Backstab Hack, and Character Selection

This week was one hell of a week for getting work done.

First, I got the backstab hack card done. This one was actually fairly difficult as the attack that deals damage to a player had to know where the attack was on the player so it could check if the attack was a "backstab". This proved difficult as Unity has a weird way of handling angles on a player. So I had to do a lot of debugging and trial and error to find the correct way to go about this. The function is shown below for those curious.


Fun note: That question mark is fun C# operator I found out about called a conditional operator. Basically it tests whether or not the line of code to its left returns true or false, and returns the first option if its true, and the section option if its false. It is great for getting rid of pesky if-statements that only have one line of code in them.

I also fixed Character Selection so that it includes all of the hacks, viruses, weapons, and armor. Previously it had weapons, armor, and "terrain mods". The terrain mods no longer exist and obviously we need access to the other abilities for playtesting so this was a priority fix.

Finally, I also imported Mario's level he made in Axis Game Factory into Unity. It looks great, although it still needs some optimization on the Unity end so that it runs at >60 fps (hopefully).

Wednesday, November 25, 2015

Capstone Week 14 - Health Regen and Shield

This week I added Ryan F's health regeneration hack card to the build. It works nicely!

I completed the shield hack card as well, which basically gives the player extra armor and therefore reduced damage taken when attacked. It has a nice shield image to be displayed so that enemies know that player chose the shield hack.

 


Sunday, November 22, 2015

Advanced Design Week 13 - Thanksgiving!

Gobble gobble, unfortunately this weeks class was missed because of Thanksgiving break.

I didn't get much done, as 99% of the work that needs to be done for the mechanics team is playtesting. Since I did not have reliable computer access I could not use Vassel for playtesting either. So an unfortunate non-productive week.

Wednesday, November 18, 2015

Capstone Week 13 - Main Menu Extravaganza

This week I worked solely on the main menu. We had a bunch of great ideas with what we wanted to do with it. I made it so that the credits screen is focused on the moon as it orbits the planet. It's a very cool effect. I also added a sun flare effect to the sun, JJ Abrams style. It's look very nice when you orbit the planet in the credits screen. Also added a skybox so it's not just a black background now, but more star field-like.

Here's a video of what the main menu looks like right now:

Friday, November 13, 2015

Advanced Design Week 12 - Heavy Playtesting!

This week involved heavy playtesting (as usual, but this week is unique as it is the first week where I'm polishing now and not adding more features). I'm now able to attend the Friday playtesting sessions as well! This will definitely help speed up the polishing process in a good way.

This week marked the beginning to my AWESOME playtesting notes (I know right?). I went into excruciating detail just to avoid confusion and also so that you can look back at the notes and understand what was going on without having had to be there or have any sort of memory beyond knowing how to play the game.

Playtesting Notes

I even included pictures in it!

More Playtesting Notes

Pictures in this one too ;D

A list of changes we made after last weeks playtesting session:

Saurus Warriors:
   WS 5 to 4
   Sv 4+ to 5+
Temple Guard:
   T 5 to 4
   Sv 3+ to 4+
Ankylodon:
   WS 4 to 3
   S 4 to 3
Slann Psylord:
   Point Cost 100 to 150
Skink Priest:
   Point Cost 80 to 100
Plasma Tusker:
   S 6 to 5
Wraithbone Slicer:
   AP 5 to None
Wraithbone Halberd:
   AP 3 to 4


Wednesday, November 11, 2015

Capstone Week 12 - Popup Virus and Main Menu

During the week I completed the popup ad virus! When the player throws the popup grenade, it will explode after a set timer. If any players are within range of it, a random number of popups between 5 and 10 will appear on that players screen. They then have to press the correct button on the popup to close it or else a new one will appear behind it to be closed.

I started work on the Main Menu this week. It's going to be awesome! The main menu is basically a planet with a moon and satellite. Each different section of the menu will be looking at different things. The loadout screen will be on the dark side of the planet, the credits on the light side, and the options menu on the opposite side of the main menu.

To create the planet, I used a free Mars texture I found online. It works really well, makes the planet look good. I also grabbed a moon texture and a sun texture for later.

Thursday, November 5, 2015

Advanced Design Week 11 - Formations and SkinKGB!!

This week I had the pleasure of working on the formations! I really wanted to work on this task as it greatly interested me. I was already thinking of some good ideas for different formations, but decided to do some research into the formations of other WH40K races.

I looked into both Ork and Eldar formations quite extensively, and gained a good amount of inspiration from them and also gained some valuable insight into how formations are set up. The formations I created are named:

  1. Slann Gathering
  2. Carnosaur Pack
  3. The SkinKGB/Delta Skinks
I had a lot of fun with these, especially with the Slann and Skink formations. The Slann is a wonderful blend of Temple Guard and Slann/Skink psykers. It plays off of the fanatic relationship between the Temple Guard and Slann, and has the Slann giving the Temple Guard a nice buff through the use of a Force weapon (no not Star Wars).


The image above shows the different formations I made. While I love the Slann and Skink formations, I honestly believe the Carnosaur Pack formation is going to be absolutely staggering for the opponent to try and deal with. 

The image below shows the definitions for the different special rules shown with each formation.

Wednesday, November 4, 2015

Capstone Week 11 - Glitch, Gungnir, and Popup Virus

This week I finished the glitch virus! It looks very cool. It basically acts as a trap grenade. If you walk within a certain distance of the "grenade" after it's been thrown, your screen will get a glitchy, CRT TV fuzz effect.

I also added Ryan F's Gungnir scripts to the build, since we couldn't get GitHub to work with his additions. He'll start using Git again once he can move on from this branch of work.

I began working on the Popup Virus this sprint, and got a good portion of it done. This virus will also act like a grenade, and will explode and any players within the radius of the popup grenade will get popups appearing on their screen. The player will then have to press the corresponding button on the controller that appears in the top right corner of the popup. If they press the correct button, the popup disappears and they move on to the next one. If they press the wrong button, a new popup will be added on to how many popups they have to close. All that's left to do for this virus is some debugging, and adding the random button feature to the popups.


Thursday, October 29, 2015

Advanced Design Week 10 - Hwacha Fury Launcher

This week I've been working on the swarm missile launcher that Garrett wants based on an ancient Korean arrow launcher called the Hwacha. He wants a missile launcher that fires multiple rounds, is a one time use sort of weapon, and can fire at air units.

Trying to keep it applicable to Warhammer missile launcher standards, but also providing it with the Hwacha twist, I decided to make the swarm launcher (from here on named Fury Launcher) as follows.



As requested, it is a One Use Only weapon. To balance this and not make it horribly underpowered for only being able to fire once, I added several bonuses.

  • 72" Range: This is one of the main features of the Fury Launcher, its long range allows it to attack anywhere.
  • Three different rounds that can be fired, all standard missiles. Flakk (Skyfire), Frag, and Krak. This allows the Fury Launcher to fire at any type of unit effectively (Skyfire allows the unit to fire at air units at full ballistic skill and not snapshots).
  • Good frag rounds. If there are no air units to use this against (it's main purpose), it still has excellent frag missiles to utilize. The 6 rounds it gets, along with it's ability to be fired as a barrage, allows it to rain fury upon enemies from long range without line of sight.
  • Krak missiles: The Fury Launcher also gets good Krak missiles giving it the potential to take out armoured and high toughness targets with great effectiveness.
  • Missile Lock: This special rule was specifically designed to make One Use Only weapons better. It allows the player to re-roll failed rolls to hit once. So while it can only shoot once, it is given a much better chance of hitting.

Wednesday, October 28, 2015

Capstone Week 10 - Glitch Virus, UI Changes and EKG

Well I got the EKG done! It looks and works great, a video of it is below.


I also managed to get a good jump start on the glitch virus. It's going to look very cool. I also cleaned up some of the UI, and added an objective scenario to the game. It's basically a standard team deathmatch. Each player has a set amount of lives, and there is a timer in the center of the screen for game time.

Thursday, October 22, 2015

Advanced Design Week 9 - Temple Guard

This week I was sick during the class period, but I decided to pick up the Temple Guard task. I found this one to be a very fun task as their lore and concept is very interesting. The temple guard were the devoted protectors of the Slann in the Lizardmen race. They were ferocious warriors that would not leave their Slann's side even if the Slann told them to stay away.

To model this ferocity, the obvious route was to design them as tough close combat warriors.


These are the initial stats that I gave the temple guard (except the armor save was 3+, I took this picture after it had been changed). They are an elite unit so that should be kept in mind.

Reasonings are below!

  • WS, BS and S: Following the idea of tough melee warriors, I gave the temple guard a significantly strong weapon skill as it would allow them to hit more consistently throughout melee combat. Their BS of 3 is pretty standard for troops that aren't well versed in ranged weapons, which is how we wanted them. The strength is a respectable 4, and combined with their Wraithbone Halberds, their modified strength of 5 is very healthy and will allow them very nice rolls against mediocre to good toughness. This will also allow them to gain glancing hits on a 5 and penetrating hits on a 6 against armor value 10 (standard for a lot of vehicles).
  • T, W, and Sv: Once again, a tough warrior was what we were after. So respectable toughness of 4 will give the temple guard a good reliability in taking damage, and combined with their 2 wounds and 4+ armor save I believe this makes them a very durable unit (while not being entirely indestructible).
  • I and A: Initiative is another section where the temple guard shine. They are initiative 5 which allows them to attack before most other units. However, their default weapon is the Wraithbone Halberd which is unwieldy, making the Temple Guard automatically attack in initiative step 1 (last, basically). I kept the attacks at 1, due to their having a higher strength and initiative, and also some special rules they have giving them more attacks in different situations.
  • Skittering allows the temple guard to move a little bit extra during their movement phase, which gives them a little more versatility on the battlefield.
  • Tough Hide gives the temple guard the ability to re-roll one failed armor save per combat, giving it a little bit of extra durability.
  • Fanatic was an extra ability I came up with to represent the relationship between the temple guard and the Slann. It gives a model with this special rule 1 extra attack in close combat when the model is within 6" of that players Warlord/Slann. 

Wednesday, October 21, 2015

Capstone Week 9 - Decoy Ability and Character Customization

This week I FINALLY finished the decoy ability. It now spins properly based on the direction of the thumbstick. Also now, pressing the left bumper will teleport the player to the spawned decoy.

This next sprint I will be working on the EKG health system. Basically I will be trying to make the EKG represent how healthy the player is. As their health gets lower, the heart rate will go up (kind of like adrenaline flooding the blood stream), and once their health reaches zero the EKG will flat-line.

 

If I get time I will also move on to other things, probably some clean up of the UI and maybe another feature!

Thursday, October 15, 2015

Advanced Design Week 8 - Turn Around

I was working on the Totem of Xthotl psyker ability. It is a really fun idea that Jason came up with, so I was hoping I could develop it some more to make it a fun defensive psychic ability to use.



This is my idea for the totem. To go through the logic for the different values associated with it, here is a small list:

  • Range 36": I made it this so it could be used to aid most of your army even if they are spread out a bit, this is half the board length, and equal to the board width.
  • Location must be within 3" of friendly unit: I did this to "balance" the range that the totem ability has. It can be used on far away areas IF the player has units there. This is to keep the totem as being a defensive ability as it therefore can't be used too much to provide advance "cover" for friendly units. 
  • Scattering 2D6 - Mastery Level: I used the scattering mechanic for this to give a drawback to the ability. It gives the possibility of the totem scattering far enough away to benefit the enemy as it is for any unit, and not just friendly units. However, having a powerful psyker will allow you to reduce the effect of the scatter. I feel like this gives this ability some nice variety in results and doesn't always guarantee a beneficial use for the caster.
  • 3+ Invulnerable Save: I chose to give the totem a 3+ invuln save as I wanted to give sufficient motivation to use this ability. It is a very powerful save.
  • Charge 3: I chose to make it cost 3 charges to cast as I felt this sufficiently balanced out the powerful effect of the 3+ invulnerable save. Having it cost that many charges creates a high risk of getting Perils of the Warp, about a 7% chance actually (chance of rolling 2/3 sixes).
Overall I think this ability is pretty well balanced, with a high risk, high reward setup. I think it will add a nice defensive aesthetic to the psyker loadout.

On another note, I'm turning my act around for the rest of the semester. I felt like I was kind of coasting, or at least not doing my best all of the time. So the rest of the semester I will be truly giving 100% towards this class.

Wednesday, October 14, 2015

Capstone Week 8 - Retrospectives and Decoy

Today is peer review day! I'm excited because it means after this week, the real dev work begins.

Overall, I think I did very well these 8 weeks. I was assigned the position of build master, I set up the GitHub repository for our game, consistently pushed to that each week and outside of class, and was on top of my communication in G+. I plan on arguing for a 4.5 or 5 for myself. I hope others feel the same way as I really think I did very well this half-semester.

I think my areas that need improvement are my work done outside of class, and my blogs. These past 2 weeks I did start working outside of class more, but I need to make it better. Once a week for a couple of hours (besides Wednesdays) is not acceptable to me.

This week I also focused on working more on the Decoy ability. It caused me a bit more stress than I thought it would, as an error I was running into was persisting until a moonlit drive back to my house when I had a light bulb moment on how to fix it mid-drive. It now works properly, you can control the spawning of the decoy by pressing the left bumper to activate the directional arrow, and then use the right thumbstick to control which direction it is pointing. Releasing the left bumper will then spawn the decoy.

The above image shows the decoy spawning ability with a placeholder arrow image.

Thursday, October 8, 2015

Advanced Design Week 7 - Retrospective

This semester has gone fairly well for me. I've done a good amount of work on the Mechanics team, and have learned a lot about Agile development using Psyberfire. A lot of that Agile experience is thanks to Sam as she has been explaining things to me as I've asked, which has been incredibly helpful.

I know I definitely could have done more with respect to the Mechanics side though, I've been incredibly busy due to a combination of work, capstone, and other classes. The rest of the semester I will working on doing better at that though.

I know I've definitely excelled on the playtesting front though. I'm definitely a rules lawyer, no rule goes unscrutinized when I'm there. This definitely allows us to get a good, fair playtest in that fits within the proper Warhammer 40K rulesets. I also bought the latest Imperial Guard Codex, so that I can use my Guard army to playtest against our Lizardmen army, to provide a bit diversity in what we playtest against.

Overall for my first design class ever, I think it's going fairly well. My goals for next semester will be to improve the amount of work I do on the Mechanics side, and continue the level of work I'm doing with playtesting and Psyberfire.

Wednesday, October 7, 2015

Capstone Week 7 - Decoy Ability

This week was the half way point in this sprint. Since I finished my sprint tasks already (game loop), I was assigned the Decoy ability as my new task. I'm particularly excited to work on this one as it is going to be a cool ability. Plus Zach always makes good design docs for his features which always makes things easier. 

Today was dedicated to starting the Decoy ability. I have it to the point where it spawns a Decoy in front of the player. I also spent a lot of today fixing an annoying rigidbody bug, which was due to the mass of the rigidbody not being large enough, and to the physics ray cast that was checking if the player was grounded. The combination of these two things caused the player to make these small "bounces" if they landed a certain way after a jump. Luckily it was fixed!

This picture above is the specific line of code that was causing issues indirectly. It basically checks right below the collider to see if there is anything that the player would be "resting" on. Combined with the rigidbody issue, the player would begin to "bounce".

I'll be working on the decoy ability more this weekend, as the design of it calls for an "arrow" that can be controlled by the player to spawn the Decoy in a 360 degree circle around them. It would be great if I could finish this feature before the end of this sprint but it is not necessary since this feature is an "extra" (it was part of next sprint technically, but I needed something to work on).


Thursday, October 1, 2015

Advanced Design Week 6 - Psyberfire Velocity and Vent Results

I finished the tail attachment rework, but we won't be implementing it until the next round of playtesting, so for right now it's sitting there doing nothing. Otherwise, this week (and from now on) will be a lot of Psyberfire work. I'll be creating enough tasks each sprint for each person on the Mechanics team, along with another set of these cards for the following sprint.



Unfortunately, my attempts to set up a vent server failed horribly. I messed up the modem gateway on my network. So Jeremy will be setting up a teamspeak server instead, since vent only had a maximum of 8 people on a free server, while teamspeak allows for 32 people.


Wednesday, September 30, 2015

Capstone Week 6 - Sprint Retrospectives and Sprint 2

Today ended Sprint 1. As an individual, I did pretty well this sprint. I completed my feature with Zach and D'Merro. As a company, we did just mediocre on how many features we completed.

- Character Customization: Completed
- Class 1: Not Completed (good amount of work though)
- Class 2: Not Completed (good amount of work though)
- Level: Not Completed (mostly just finding the right numbers and whatnot for voxels)

It's alright that we didn't finish everything this sprint as it is sprint 1, but this next sprint will be focused on completing all of the technical debt we acquired, and adjusting the amount of work we are doing so that we are not overestimating our velocity (look at all that jargon!).


I also completed all of the game loop work today, my feature for the sprint. I will be focusing on polishing it, and potentially working on other things for the rest of the sprint.

Thursday, September 24, 2015

Advanced Design Week 5 - Ventrilo and More Melee

This week I'm going to attempt to set up a vent server for the team. Hopefully it will work, as our team needs something better than Google Hangouts for our meetings (because their capacity is only 10 people). I've never set up a vent server before but it shouldn't be terribly difficult. I'll be attempting that tonight!


I've also been working on reworking the tail attachment, a melee weapon. The rule I had given it conflicted with the main rulebook, which we can not allow!! Blasphemy. I'm thinking the tail attachment should be something like the Imperial Guard servo-arm.

Wednesday, September 23, 2015

Capstone Week 5 - Continuing Character Customization

I continued working on the character customization screen today, and got it done! It allows for 2 players to select their weapon, armor, and terrain mods, it then sends the selected items to the game scene.


The controls in this screen are D-Pad (horizontal and vertical) and the Start Button. The start button is used to "Ready Up". The button down on the the bottom will turn green indicating that player is ready. Once both players are ready, it will transition to the game scene and load the players in.

Thursday, September 17, 2015

Advanced Design Week 4 - Design Work and Learning Lizardmen

This week was a lot about getting pipelines set up and tested for the Mechanics team and learning more about the Lizardmen. I worked with some of the scrum masters on getting Psyberfire cards set up for our team.


Also started work on some mechanics, I'm working on the melee weapons for the Lizardmen.

Wednesday, September 16, 2015

Capstone Week 4 - Character Customization

This week we started working on features as part of Sprint 1. I completed the ability for players to choose what weapons, armor, and terrain modifiers they want to use in the next round (technically no terrain modifiers since none have been made yet).

Switching between items is easy, being controlled entirely by the D-Pad on an Xbox controller.

As designated by the arrows, left and right on the D-Pad switches between different items within a type (weapon, armor, terrain mod).

Up and down on the D-Pad switches what type of item you are choosing.

As items are changed (left and right on D-Pad), their images will be updated at the bottom to show their currently selected items.

The description of the item will also update based on what item is being looked at.




This system is currently set up for 2 players, and can be easily changed or have system set up for 2 additional players (4 players total).

Up next for this feature is setting it up so that all of the items selected in this scene are sent to the actual game scene.

Thursday, September 10, 2015

Advanced Design Week 3 - Pitches and Lizards


Today was pitch day! I presented my idea of an Imperial Guard style race that is heavy infantry with a large focus on artillery and air support (like the American Army in WWII), but it didn't gain much traction since another idea, the Lizardmen, was very popular with the class.

The Lizardmen (an old Warhammer Fantasy race) was our chosen race to pursue for this class. We also assigned roles today, and I chose to be Assistant Mechanics Lead. I didn't want to do much more since I have a lot on my plate right now. I'll be handling most of the Psyberfire work for the Mechanics group.


Wednesday, September 9, 2015

Capstone Week 3 - Split Screen and UI

Week 3! More whitebox stuff today. I finished projectiles, a health UI, and Ryan Frank got some split screen work done, and some other basic things were completed as well. A semi-productive day, we need to pick up speed though to be able to get things done quickly.


The image above is of the health bar I made. As can be seen, it shows the health value in an integer format, but it also shows the health bar (shown as red here but would normally be green). As your health decreases, the bar becomes shorter and also follows a gradient from green to red. At about half health the bar will be orangish color.

Thursday, September 3, 2015

Advanced Design Week 2 - Sick

I was out sick this week. I believe that everyone played more 40k, but with a custom 500 point army that wasn't made by Emil. Not a terrible loss since I know most of the rules of the game already.


Wednesday, September 2, 2015

Capstone Week 2 - GitHub and Whitebox


More GitHub work today! Fixed some .gitignore issues, to make sure the repository wasn't storing temporary files that Unity creates for its own reference, especially since they are regenerated when you open the project up anyways.

The image above is a snapshot of some of the commits to the repository I made on GitHub. It includes some commits that happened after this week, as I put this image in to replace a placeholder one in a later week.

We set up a basic whitebox, with a capsule running around some cubes, with the ability to use a controller to move the character and look around.





Thursday, August 27, 2015

Advanced Design Week 1 - Learning/Refreshing

My first design class! Yay! I'm a noob to the design world, so this will be interesting.



This week we played some Warhammer 40k (well every week we will be). A few others and I played as the Chaos Space Marines against the Tyranids. We got riggity riggity wrecked. That was mainly because I was rusty, and all the others had never played before on my team. The other team had Garrett, who has played for quite a while and actually plays Tyranids so it was a given we would most likely lose. Especially because Chaos sucks :)




Wednesday, August 26, 2015

Capstone Week 1 - Presentations and Roles

Today is the first day of capstone, and I can honestly say I'm stoked! I've been working pretty hard over the summer to better my C# skills. I'm definitely better than I was last semester and ready to kick some ass. And now I'm backkkk :)



Today we all presented our pitches for the capstone project. I presented my idea but I definitely didn't spend enough time making it pretty and presentable for everyone. We ended up going with Evan Rudd's pitch for the game, Wreck-uisition. It's an arena fighter, kind of like Counterstrike, Awesomenauts, Fracture (some of the games he put as influences).

We also voted on team roles, and I was chosen as build master again, yay! I loved being build master previous semester, and I'm sure I'll love being it again these next two semesters.

Will and I figured out how to get GitHub working with out project. We now have a working repository, and all of the programmers have Git setup properly, and have been educated on how to use it correctly. Off we go!