Showing posts with label Programming. Show all posts
Showing posts with label Programming. Show all posts

Monday, November 22, 2010

Beta Testing Phase 2

Well as some of you may know we've had our second phase of beta testing, from what we can predict with the following bugs is that we are almost complete, all we are awaiting now are your models (Multimedia people of course).

The programmers have minor fixes to work through for the next 2 weeks, and shall hopefully have a playable version ready for installation for you all if you wish to take a copy of this AMAZING GAME!

Well done everyone of such a successful semester and I hope these last few weeks don't get to hectic.

Sunday, November 14, 2010

Progress Update

Following on from the beta testing last week (which we have made progress on fixing) I thought I would give a progress update of all aspects of the project. As always all percentages are estimates and all multimedia scores come from Ozy.

Programming
Spells - 100%
Melee - 100%
A* Path Finding - 100%
Arcane FX - 100%
RTS Features - 100%
Physics - 100%
Faction & Character Selection - 100%
Mount System - 80%
Harvest Ether Sprites - 100%
Summoning - 100%
Mini-map - 100%
Multiple Unit Selection - 100%
UI Scripts - 100%
Oracle/Creature AI - 100%
Leveling System - 100%
Level Integration - 100%
Drugged Effect - 100%
Bug Fixing - 40%
Overall - 96%

Art
Foliage - 70%
Fauna - 78%
Oracles - 60%
Level Design - 100%
Graphical User Interface - 90%
Sounds - 80%
Promotional Material - 55%
Overall - 76.14%

Overall Total - 86%

The multimedia guys are slowly catching up with the programming guys in terms of stuff being completed. We are nearly there guys keep up the good work cut out the bad work and try to get stuff done. Also I only just realised we dont have the emails of the promo materials guys on the wiki so Ozy will grab those on Wednesday and I will put em up on Thursday.

Monday, November 1, 2010

Beta Update

Well for those who don't know my hard drive shat itself so I've been spending a while trying to get the beta build back to working order, so far were almost ready to start beta testing just awaiting some models from Michelle and some more updates from the rest of the Programming team.

Below are some pictures of the unpopulated levels you will be able to test.






Tuesday, October 26, 2010

Progress Report

Hi guys as some of you know I have been away (for those of you who don't I did my back). But I am back now and have a Progress report,

Programming
Spells 80%
Melee 100%
A* Path Finding 100%
Arcane FX 100%
RTS Features 90%
Physics 100%
Faction & Character Selection 100%
Mount System 0%
Harvest Ether Sprites 100%
Summoning 100%
Learning 100%
Mini-map 100%
Scatter Sky 100%
Multiple Unit Selection 90%
UI Scripts 85%
Oracle/Creature AI 70%
Leveling System 50%
Level Intergration 60%

Overall Progress 90%


Multimedia
Foliage 30%
Fauna 70%
Oracles 50%
Level Design 90%
Graphical User Interface 75%
Sounds 25%
Promotional Material 20%
Overall Progress 51.43%

Getting there multimedia guys keep it up. Also the wiki has been updated with these numbers.

Sunday, October 10, 2010

A.I.

Well the structure for A.I. is pretty much done (just a couple more things need doing) but that is it. So now for message for the Multimedia guys GET YOUR MODELS DONE SO WE CAN AT LEAST HAVE PLACE HOLDERS! I am sick of hearing from Tanya and Michelle about the lack of work you guys are doing so get your asses into gear!

Sunday, October 3, 2010

Work Work!

Greetings All!,

I'm currently in the process of converting all of our data over to the new version of Torque3D aswell as doing a Leveling System (Was going to be an Achievement System, but it would have taken to long to complete).


If everything goes as planned we will hopefully have a working beta version you may break to find little bugs that will help make this game awesome!.

Wednesday, September 22, 2010

Progress so far

So for every one not checking the wiki often enough here is the progress of everything, If you do not agree with these numbers please feel free to talk to either me or Michelle about it (the figures for the multimedia stuff came directly from Michelle)

Programming
Spells - 75%
Melee - 100%
A* Path Finding - 100%
AFX - 100%
RTS Features - 90%
Physics - 0%
Faction & Character Selection - 100%
Mount System - 0%
Ether Harvesting - 100%
Summoning - 100%
Learning - 100%
Mini-map - 75%
UI scripts - 50%
Multiple Unit Selection - 90%
Misc Systems - 75%

Art
Foliage - 10%
Fauna - 40%
Oracles - 40%
Level Design - 20%
GUI - 75%
Sounds - 2%
Promo Materials - 20%

Thursday, September 16, 2010

Got working Ether sprite harvesting and passive ether recovery features up on the shared drive under.

Project Temp\Eclipse\Programming\David

More details in the "Read Me" file.

Sunday, August 29, 2010

Eclipse Features

A few features that have been added to Eclipse in the past month or so:

AoE ground selection:

A system for selecting the target for an area of effect spell. It creates a decal (of scalable size) that follows the mouse around, and spawns spells in the selected area.


Summon selection and orders:

Selecting multiple units and issuing commands for them to follow. Almost complete, just a draggable box for selecting a group needs to be made.


Spells:

A few spells have been coded, but the Ice Cloud is the only one with complete (or at least, very pretty placeholder) models and particle effects.


UGLY TESTING GUI FOLLOWS





DPS Calculator

Hey guys

new update for you all

Liam and I have developed a new tool for use in balancing the two teams.
the problem is;
all of the creatures you get each level dont mirror eachother perfectly, so balancing will be quite difficult.

so thats where this tool will come in handy!
it takes the damage values and attack delay of attacks and calculates the DPS values for us :)

it even has a pretty icon i made :D

also im sure this will be useful for many future games made here
here is a screen shot:

Sunday, August 15, 2010

Scatter Sky Shader

Hey guys here is a demo of the new scatter sky we can adjust the colour to be what ever is needed.

100th Post MEGA UPDATE

Hey guys!
Eclipse is coming along Awesomely!
the progress being made is phenomenal, looking back on eninroth and TED, eclipse is miles ahead :) and we have been doing some pretty cool stuff!

with the update of Mega proportions comes the good, bad and the pretty

on the good, as i said the Eclipse project is kicking some serious ass so far thanks to our spectacular programmers, pushing what we know we can do and coming up with some really inovative new systems.

and also on the good the stage 2s have in conjuntion with me been working on the spells for the game, and thats coming allong quite well also, together we have sussed out quite a few really cool concepts :)
they are available for veiwing under \\gonzo\project temp\eclipse\documentation\spells
and also for all you creative people who would like a chance to see your spell ingame, i will as of monday upload a PSD version of a spell template and you wll be allowed to design your own, simply follow suite the way the previous ones are designed and save it in the folder and i will discuss it with the programmers and see about putting it ingame if its suitable :)

woop woop!


now for the bad:
i have been compliling a list of the creatures, plants and oracles i am happy with and intend to go into the design phase, which is great :)
...butt it means that deadlines are approaching!
the deadlies are as follows:

-Cert 4 multimedia
25th of Aug
next week wednesday, a coloured and shadowed sketch of your creature and plant design will be due

-Stage 1 Diploma - Design
23rd of Aug
next week monday, a coloured and shadowed sketch of your oracle will be due

-Stage 1 Diploma - Promotional
19th of Aug
this thursday, a coloured and shadowed sketch of your oracle or creature will be due

these dates are IMPORTANT!
submit your concepts on the blog by these dates or they simply will not stand the chance of getting into the game.
that is the cut off date

now enough of that, once all the designs are done we can get to doing our next tasks, designing levels, cross planes, videos, posters and 3d! :)

if your designs are not chosen for any reason either they dont fit the concept well enough, not submitted on time, or that they simply cant fit into the games ballance between day and night, or whatever.
then you will be working on other game peices depending on what your group is, so if your concept isnt picked it doesnt necesarilly mean i thought it was TERRIBLE, there are simply many factors that allow them to fit in :)


now, the pretty! :)

the stage 2 programmer, liam and i have been sussing out how to do the landscapes, we have come up with a method that saves massive ammounts of processing power and increases game performance :D

so i have been messing around with it and forming the first island, here is a screenshot:


this is "Unnamed" it is the first island, kinda like the basic tutorial area, the giant broken temple there is a relic from ages ago, it has inside it the portal well that allows travel between the floating islands, the desination can be changed by touching various glyphs and symbols on the wall of the temple

now we can do this we can start making other lands also! :)

i have some more things such as spells, new WIP creatures and stuff to post, but on risk of filling up the whole blog with this huge post i think ill post them later when they are a bit more developed ;)

its all coming along awesomely!
keep it up guys! its looking spectacular :D
-Michelle

Thursday, August 12, 2010

Well the 1st 3 week build didn't go as well as it should have but no matter early days still just make sure we have something for next one but still good work so far guys keep it up.

Sunday, August 8, 2010

3 week build

Hey guys it is now time for our 3 week build so all artists if you have anything modelled (that is anything from a fingernail to a head) put it up on gonzo by thursday so we can use the models as place holders (however for the final build it will need to be 100% complete). Programmers we a little bit harsher on you guys things have to be 100% complete before we accept it and put it in game.

Thursday, August 5, 2010

Progression

Hello Peoples!,

So I've been working on collaborating all of our current completed scripts into the game engine, mostly all done with the completed scripts just awaiting on the in-progress code i.e. Physics, Mount system and so on (Can see a list of current features on the wiki).

Work in progress image below!

Sunday, August 1, 2010

Hey guys the programming guys are going well some nice stuff is being produced. Keep up the good work.

Sunday, July 25, 2010

Week 1

Okay guys now that we have the scary unknowing part over and done with time to get your butts into gear.

For all the programmers(all of two of them) here is the list of features and what not that we worked out.

Summoning / multisummoning

Harvesting Ether

Mounting

Physics

Faction selection

Interchangeable spells

Home - in and locked on projectiles

Minimap (illustrative vs unrendered)

Melee

Also we programmers are pushing for builds every 3 weeks.

and now the dates for the presentations

Monday 20th of September Mock presentation of everything we have thus far.
Monday 6th of December Final presentation where we show everything we have.

Remeber peoples (and this goes for artists as well) if things aren't done by these dates they aren't going into the game.