Before we begin some quick notes to get everyone caught up on changes made in the recent months:
- First up there are going to be some changes to the blog. Rather than have everybody making separate posts, I've been designated blog master. As such, I'll be collating the information from Jon and Ethan into two blog posts per week, and if they make any huge breakthroughs on the game, they'll come in and explain it to you first hand.
- We've made a lot of upgrades to our production process, the most evident being our switch over to SourceForge for version management. We had been using Dropbox previously, but we found out that for whatever reason, Dropbox was losing our files from time to time and costing us serious amounts of time and effort keeping versions straight. The migration to SourceForge wasn't easy, but it's really helped to pick up the pace of progress.
- We've also reworked the code architecture for the game, making it much more streamlined. You'll be able to see pretty much all the game mechanics implemented on the browser version posted below, with Touch Screen implementation to follow soon.
So to give you some sense of how this looks from our end, right now we're working at a computer lab, getting everything in order for the ongoing tech demo's by integrating all the work we've been doing over the last few weeks into one coherent game. All of the alpha art is in there, and our most up to date tech.
Looking at what we've made it's all looking pretty good, but there's still some work to be done. Seeing how it all looks together, the art style is starting to click, but important items like the Timetanium or the Time Portal definitely need to be called out more, either by making them glow, or just being brighter. Also by a happy accident the time portal jutters and wobbles, implying instability, but it could definitely use some visual effects to get that across. On the technical end of things, copies aren't colliding with the obstacles and sometimes get lost as a result. Also while we've proved our level swapping code works, the stage it switches to is just the background with no objects. We need to start building more levels to really put the game through it's paces.
That's it for our first tech demo! See you next month where hopefully things will be ready to move into playtesting. If you want to check out the game so far, you can find it here: http://users.wpi.edu/~ jonsaunders/isochronal_panic/ panic_index.html
Looking at what we've made it's all looking pretty good, but there's still some work to be done. Seeing how it all looks together, the art style is starting to click, but important items like the Timetanium or the Time Portal definitely need to be called out more, either by making them glow, or just being brighter. Also by a happy accident the time portal jutters and wobbles, implying instability, but it could definitely use some visual effects to get that across. On the technical end of things, copies aren't colliding with the obstacles and sometimes get lost as a result. Also while we've proved our level swapping code works, the stage it switches to is just the background with no objects. We need to start building more levels to really put the game through it's paces.
That's it for our first tech demo! See you next month where hopefully things will be ready to move into playtesting. If you want to check out the game so far, you can find it here: http://users.wpi.edu/~
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