Tuesday, 28 January 2014

Status Update

Development is underway, and here's some screenshots of the placeholder textures on Emily.



Tuesday, 14 January 2014

Milestone Update: Primary Modelling Phase Complete

Nothing beats the feeling of having a wide-spreading plan finally start coming together visually!

The primary modelling phase (barring tweaks here and there) is now complete, and the project now moves on into the texturing phase. (As you can see, some work has already been done in that department)

You finally get to meet the 3D incarnation of Emily! Check out the pictures below!





Sunday, 12 January 2014

Post-Holidays Status Update

So, Christmas holidays are over and done with, and production has geared up into cruising speed.

The blockout is done, and now detailed assets are starting their slow trickle into the game. Coding is always ongoing, and only certain pre-existing assets are textured (such as the trees and grass).

Here's the current milestone list for each stage of development:

Modelling: January 16
Textures: January 28
Rigging: January 30
Animation: February 7
Final Lighting: February 9
Engine Development: February 27
Audio: March 2
Capstone Final: March 25




Monday, 25 November 2013

Airsoft: Puzzle Warfare release!

Hi everybody!

While production goes strong on the main project, Soul Balance, Solaris Studios' side-project is now available for download!

http://rapidshare.com/share/118F8A0165A3CF616097EC740D0524E6

To install, simply extract the ZIP file somewhere and run the SWF. Make sure to keep the folder structure intact, as the game needs the images and sound folders!

Also, you might need to upgrade to Flash Player 11.7 to run this game.

Airsoft: Puzzle Warfare is a flash-based game where you must complete three puzzles, each more difficult than the last. Race against the clock to complete all three puzzles and get the highest score you can!


Friday, 22 November 2013

The Goblin asset has been knocked down to 5,000 tris, and now spawns as the enemy prefab, just as a test.

By no means is this his final appearance--he will be edited to look more like his concept art appearance as time goes on.






Aside from that, the code is coming along nicely. With the assistance of Ryan Miller, I now have a dynamic combat system of variables that alternate values depending on who's 'turn' it is. It differentiates between the active attacker and defender on the fly, and actively makes the characters rotate to face the current attacker or, if they're the active attacker, face whoever they're attacking.

The actual skeleton of the combat system is in place. I have the engine successfully generating stats for all combatants, and a test algorithm dealing damage based on that to the player.

Currently it takes a base damage value of ten, adds the attackers ATK value, and then detracts the defender's DEF value. The result is then removed from their HP!

The next steps involve developing a base class for all weapons to inherit from, similar to what I did with the characters and a Character class.

Look forward to more updates!

Tuesday, 19 November 2013

Soul Balance Update

Good news, the core engine is almost complete!

The framework for the combat engine is now implemented. Now it's just a matter of filling it out with all the complex stuff, like calculating damage and dynamically changing who's attacking and defending.

In other news, a side project that will be out soon is an Airsoft-themed puzzle game created in Flash!

Named "Airsoft: Puzzle Combat," you play a series of progressively more difficult puzzles to try and get the highest score you can.

It will be available in a few weeks!

Wednesday, 13 November 2013

Soul Balance Update

Made lots of progress on Soul Balance as of late.

Still not really any actual art assets in the game; as Prototyping is all about getting the core mechanics operational.

I have the encounter system up and running; as it stands now, while walking around in the wilderness of Old Oaks Outskirts, you have a 1 in 10 chance every second to encounter an enemy, which is random between  1 to 3 Goblin enemies.







I also got the weapon system semi-functional (I still have a lot to do on that end beyond prototyping).

Here, you can see the beginner weapon your character starts off with: The Rusty Sword. (Gotta love my placeholder player character)


I'm still deciding on the base damage the sword will have, as that will be done in the Testing stage; but for prototyping purposes, I'm going to leave it at ten damage with 75% accuracy, to test my combat system and ensure it works.

For those of you who don't know what the Unity editor looks like, here it is:




What's great about Unity is, you can pause in the middle of running your game, and mess around with the assets and stuff while the engine is paused. This has helped me debug a few problems I've run into, such as making sure arrays are accessing the right prefabs, and making sure scripts are plugging into each other correctly.

And there is a LOT of scripting. I feel like I've gone from beginner to intermediate in C# programming in a matter of two weeks.



Stay tuned, more to come!