Where I’m at now

Oi, it's been a while. I should definitely get into the habit of posting more regularly. I officially "finished" my capstone project last semester, which I will post in a more "official" blog post in a bit. A few weeks off of the capstone and general development has given me some time to think back... Continue Reading →

Capstone Report Card Week 9

10.23.2016 - 10.30.2016 What I was supposed to work on This week I was supposed to work on a timer system as well as begin integrating a tile system to create the levels. I was also supposed to create a few more obstacle types for the player to interact with, as well as potentially start... Continue Reading →

Capstone Report Card Week 8

10.16.2016 - 10.23.2016 What I was supposed to work on This week my tasks included introducing the crouch mechanic into the player character controller, implement a timer system to create a fail state, playtest the game with a few people, and introduce a few new obstacles. What I did work on This week I incorporated... Continue Reading →

Capstone Report Card Week 7

10.09.2016 - 10.16.2016 What I was supposed to work on This week I was supposed to develop a list of obstacles and mechanics that would go into the game. This would include all the smaller details of the obstacles even if they are mechanically similar, such as building debris and a junked up car acting... Continue Reading →

Camera Systems are neat

Like the title says, camera systems are neat. It took me a longer than I would have liked to make the current camera system I have, but after some finagling and diagramming things out, I figured out a system that should be able to be modified for future needs. We'll need the Camera that is... Continue Reading →

Capstone Report Card Week 6

10.02.2016 - 10.09.2016 What I was supposed to work on This week I was to whitebox the first level of the game with basic blocks, allowing for basic obstacle traversal and movement. I was also to created and adjust the mechanics of the game (player speed, responsiveness, input, etc…) to a good point to allow... Continue Reading →

2D Camera Systems are neat

So I'm starting to work on whiteboxing the first level of the game, getting a feel for how the controls should, well, feel, and one of my suspicions was proven correct; I'm going to need to implement a fancier camera system than what I have now. Luckily I found a great article talking about all... Continue Reading →

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