weekly updates

WU2

Weekly Update #4

Biggest visual from this week is that Harry has now tied in vehicle animation to movement speed– now when a mech accelerates from stationary to a full run it doesn’t look like Wile E. Coyote running in place. Dale has been working on updating the AI pathing to understand when formerly inaccessible areas have been breached via destructible walls. In his own words, “Props now have a new property “walkable_when_destroyed” which takes a boolean.  Anything which should no longer block pathing after being destroyed should set this field to true. […]

WU1

Weekly Update #3

On monday Harry implemented muzzle flashes and impact effects, though we don’t have sprites for them yet. He’s also working on a few more unit specific behaviors (infantry remaining stationary when firing) before rolling up his sleeves and digging into the lighting system. I’ve finished more of the website, and now have a couple of new heads under my belt. I think Jack and I are now more properly synchronized on that side of the art, which should allow me to produce new assets at a faster rate. And thanks […]

WU2

Weekly Update #2

Second time around with the weekly update. Brief side note: I’ll try to keep these updates going on a Monday basis but as with anything in game development timing can vary depending on how things are going with the game’s development. Anyway, this week Dale and Harry kept working diligently on bringing more of the core design and graphics to reality. The mech ‘stomp’ and ‘crouch’ behaviors now properly animate, so all that’s left to plug in for the mech are the idle and death animations. The former is already […]

WU1

Weekly Update #1

So here’s a look at what’s been going on thus far in May. With some help from Harry I’ve been building the lovely site before you. We actually had the thing mostly done after only 3 days of work, there was just a lot of fiddly bits that kept cropping up, needing attention before we could launch the new site. Now that this is done I’m switching my focus back to modeling pilot portraits and testing the game. Dale hopes to have our first extended gameplay prototype ready by the […]