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Progress Update #0003

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It has been quite some time since there has been an update on here. That's not to say there hasn't been any progress, there has. It is just difficult to show that progress sometimes. However, today (night) we have some progress to show. Introducing our first custom modelled gun by yours truly: Render of gun Based on the XM8 prototype gun, it follows a similar curvy flow to the weapon. It is currently unnamed but will be the primary assault rifle used by the Commando class. It is an extremely simple model, rolling in at 270 tris, which is both small and sort of large at the same time, considering the main angle and view distance of the weapon from the camera however it serves its purpose. Gun in game For a model that was created in around 2 hours there is still room for improvement and over the next coming weeks and months when time arises it will get attention and be improved. However, it sure feels good to finally be having some of our own art going into the game ...

Progress Update #0002

I know things have been quiet on this blog however, things have not been quiet in the background. I have been and still am reluctant to visually show the progress we have made, since currently we are using a lot of placeholder art simply to test out various elements of the game and the mechanics. So this post is less about showing visually what we have achieved so far and more about simply talking about it. Networking We have made many strides forward and a couple steps backwards with our networking. We got our networking to work over the internet with the usage of Unity's Master Server, which helps a lot. However, in order to get that working right we had to butcher our code a little bit which killed off local networking (it can still be done, it just uses the Master Server so it is not entirely local). Do not be alarmed as we are working to get local networking back in. We are currently working on getting the server browser up to a standard that is expected from any multip...

Status Update

Hey whats up guys Dan here! Just thought i would pop in and update you on how the project is going. We have now decided to render our game in 3D. We chose to do this so that we have a much wider range of options in the graphical vein of things. Models will appear much better etc.. We are currently using blender to create our 3D models. Garth has also managed to fix quite a few bugs that we had with our multiplayer. Such as the game crashing when the server gets killed. He also fixed a problem we had with health, players were dying before their health ran out. Random i know. Anyways that is all from my side :) Peace

Monday Update #001

We have decided to attempt to do bi-weekly updates, with each team member getting a day to write a post. Today is my day. So while we might have been quiet that does not mean we haven't made any progress. Over the past 2 weeks we have implemented 2D spritesheet/animation management, a Lua driven UI and most importantly basic multiplayer. We pushing to get a playable prototype to provide a base on which to work on and test ideas. With a playable prototype we will be able to better move forward with mechanic testing and so forth, this will help us avoid putting hours into attempting to perfect a mechanic only to find that it isn't fun or doesn't quite suit our situation. Depending on how things go this week, we will either have a video update at the end or some news. Regards, Garth

Progress Update: #0001

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Just to show off some visible progress from yesterday and today, here are some videos. Graphics are entirely placeholder. Our first very basic movement system implementation. Our first very basic weapon system implementation Improving on the movement system, colliding with the environment working. Improved weapon system, added sounds, magazine capacity and reloading. Further improved upon the weapon system by adding in muzzle flashes and small minor tweaks. First basic implementation of object ("enemy") hiding based on line of sight. We switched a lot of the focus onto getting a singleplayer type setup going on, however most of the systems are being implemented in such a way that making them multiplayer shouldn't require a full rewrite of them. Regards, Garth

Iteration 0 Presentation

Today was our Iteration 0 Presentation, which didn't end up going quite as well as we had hoped. However, there was a lot of valuable and valid criticism levelled at our project and how well we hadn't defined it. It must be said that Dan and I are not ones to ignore extremely valid criticism, so we immediately went back to the drawing board to see where we could improve the scope and core ideas of our project. And within the last 5-6 hours we have done quite a lot of work to better define the scope and game play mechanics, which were our most criticised points. Along with working out a target art style and visual palette. More details regarding these choices will be coming shortly. So in summary, during the Q&A of our presentation a lot of holes in our design and proposal were exposed but this was extremely beneficial to us as a group and to our project because we almost instantly started working on the fixing the holes to improve our project. Regards, Garth

A Little Bit Technical

Hello there, I am Garth the other team member. I will be going into a slightly bit of the technical side of how we are handling our project. This is the first time I have ever had to work with someone on a large enough project to warrant using source control and so forth. And this will all be a learning experience for me. That's not to say I haven't used source control before, just not with another person. We are using Git as our version control platform with a bare repository stored in a shared Dropbox folder. This seems to make sense to me, we will however see if this will work out well in the end, I am hopeful. Furthermore we have split the project into two separate entities, the client side and the server side. We have separate repositories for each. Within each repository we have two main branches, main and working. The main branch will hopefully be our most stable branch whereas the working branch will be where the most changes will be taking place. We are going t...

Logo Design

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Hey Guys these are the designs we have come up with for our logo.  Let me explain the logo. Our "Group" name is SnakeBite Ink. Yes Ink is meant to have a 'k' at the end. Why you might ask. Well because the name describes the group members. Garth has snake bite piercings and i (Daniel) have a tattoo (hence the Ink with a 'k'). So yea that's how we got to the name of our "group". Now on to the logo...If you look at the coiled up snake you'll see that the shape it creates is that of an 'I'. So the snake represents snakebite and the 'i' represents ink.  So yea that's what we have so far, changes might still be made to the logo - some 3D rendering and so forth. Enjoy the rest of your day Dan out