So where we at? We have a fully modelled level (requiring texturing) we have a recorded music track (currently mixing) we have a absolute truckload of assets (requiring placement) and a folder full of sound effects (requiring mixing)
Oh, and we had a simple AI implemented and the full one is being worked on. We have a chance of getting there but we have now going beyond the deadline point and went to the noose. We can finish but with hardly any testing, it’s now just blind faith in our design.
We shall see.
Welcome to the morning countdown where I go over what isn’t happening 😉 This morning we are doing the sound recording with one Sinewave and one Sarah (the Mezzo-Soprano) and the three tracks we are recording are sounding great! Chris, John and Georgia are all also here working away on assembling the game, Wez is busy at home finishing up the level design and we’re hoping to get to assembling full levels later today.
Oh and the enemy animation is complete, we’re just a little lost with our asset list >.>
And we added a countdown of DOOM
Boo’s due date is next weekend and as such we’re going to be doing a very short bout of playtesting and bug fixing. This is planned to start on Monday the 26th of and finish Thursday the 29th of October. These will only find the most obvious flaws and isn’t made for really fine tuning. And right now I need to make a list of people for thispirate ship jumper. So here’s the haps;
Playtesting: This will be taking place in person with a small group of people in one on one sessions. I plan on organising this for Monday and Tuesday (26th and 27th respectively).
Bug Fixing: We give you a copy and get you to go for broke, recording the bugs you find. You would have four days from the Monday. I am especially interested in using Google Wave for bug tracking across a group of people, but will be accepting bugs through more traditional means 😉
If you’re interested in either please contact me through usual means or better yet email firstname.lastname@example.org
p.s: meet boo! isn’t he awesome?
Well, here we are after a weekend of working on the game.
We don’t have enough of a game, this weekend we worked out how to use unity’s physics engine to handle drawing the field and spawning. And I managed to figure out how to get two like blocks exploding on collision, three or more is still a work in progress.
However I have just been told that using the physics engine is the wrong direction -_- I’m going to see if I can prove them wrong, ducttape is king.
Now I need to get the model made, and pray to hell that this week goes according to plan.