1HAMMER
Tuesday, May 16, 2017
May 12th
This week we went to the sound studio and recorded sound and voice clips for the game. I worked on an updated camera script that follows the bomb as it moves across the play space. I also worked on adding in the animations for the wave and the kraken. In addition to the animations, I wrote a script that has the main body of the kraken follow the bomb back and forth as the bomb moves across the screen. I also added in a script to the main menu that controls a spot light which points at where ever the mouse is. This week we made a few changes to the mechanics, swapping out the cannonballs with a spray of water, which will hopefully fix some of the balance problems that playtesters brought up.
-Ash Programmer/Producer
Tuesday, May 9, 2017
Scurveball Alpha Footage
We've got alpha footage of the game with the core game loop working + sfx & music.
The next steps would be animation and an end state. Incorporating the end state should be doable in about a week, the animation will probably be an on-going process until beta.
As far as what we're seeing in this video:
- Menu screen that plays one of our voice lines when the game is loading.
- Core game mechanics of firing at the bomb in attempt to knock it into the opposing ship
- SFX for key game interactions (firing, collision, confirmation of hit)
- NEW - ability to charge your shot as tracked by the slider at the bottom, next to the player's ammo count.
- NEW - special spotlight that tracks the bomb's movements
- NEW - bloom lighting effects and edge-detection on camera
- NEW - Ship redesigned to give a better view of the top opening
- NEW - bomb now sits motionless in the air until first collision
Monday, May 8, 2017
May 8th
Anime central is around the corner ( 2 weeks!). I honestly can't wait.
We had a radical sound recording studio. Everyone had fun reading out the lines, which will be used as random dialogue that will trigger when the game starts, when the game ends, and when the game progresses stages. We have the same lines voiced by multiple actors (us!) and we have a bunch of variations of sound effects that we can use in our game. I'd argue this is the most we had ever done content wise in a day.
We're going to have about 5 different announcer voices. The announcer will change every play. That'll add some replayability.
We had a radical sound recording studio. Everyone had fun reading out the lines, which will be used as random dialogue that will trigger when the game starts, when the game ends, and when the game progresses stages. We have the same lines voiced by multiple actors (us!) and we have a bunch of variations of sound effects that we can use in our game. I'd argue this is the most we had ever done content wise in a day.
We're going to have about 5 different announcer voices. The announcer will change every play. That'll add some replayability.
May 4th
This week I worked on a particle effect sprite for when the cannons shoot and scheduled time in the Sound Lab. Next week we will have gone to the sound studio and recorded all, if not most of our sounds.
- Ash Programmer/Producer/whatever
April 27th
I almost forgot about this blog, but here's the gist of what happened on April 27th
We have a bunch of new art assests. We have a brand new ship and a battleblock-esque sort of stage. We have lighting and it actually looks like a stage where a pirate ship battle might happen. We have an amazing sign made by Ash, and it'll be on our main menu. We're beginning to implement the new ship's collisions. For now, there's just an invisible box collider. Will, our modeler is tasked with making the ship model modular so that precise collision can be used with the Mesh Collider component. In other words, his new ship model will be cleaner so that we don't have to duct tape our own collision.
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