:::: MENU ::::

Friday, August 31, 2012

Hey guys, I have a few things to update you on that are pretty major. We are getting close to a "beta-able" build. Actually we could probably bring the build we have now to beta. The reason being I let it all go yesterday and programmed the fuck out of the game. The things I programmed yesterday (and the day before) were a start menu for starting up a level, a start animation, rockets take health away from enemies, rockets explode with a flare (which looks awesome). These are only the major updates, other updates consist of stuff that were minor bugs that most probably wouldn't care about. I might make a video for this build, don't quote me on this. It would be a pretty cool video but I am kind of busy with programming and such. I'm also lazy, so that's the biggest thing.

Thursday, August 23, 2012

Hey guys,

Quick update on the development side of things. For the last 3 days I have been try to get the skybox to work on unity3d without a cubemap. The reason I was trying to do this is because cubemaps don't work on mobile platforms for some reason. That being so I had to figure a way to make the skybox into 3 different pieces. So I tried to simply split them into 6 pieces and assign those to all of the sides. In doing this the sides were very easy to see and it simply looked as though you were in a big box. Now I had to find a new way to do this. After searching through the internet I happened upon a tutorial that kind of did what I needed. What they did was go into blender and assign the texture we used on the cube mapped skybox to a semi-sphere. They then took a ground texture and assigned it to a plane to make an environment that they would like in their game. After that they used a very interesting feature in blender that will assign the environment to the sides of a cube. You can then use this texture, split it up in GIMP and put it into your game. Very long process but it pays off in the end.

I might make a tutorial for this later. Kind of hard to see what I did through that paragraph above. I will even include pictures :D

Until next time. 

We also changed our name to New Stream Software. Thought you might like to know.

Tuesday, August 21, 2012

Last night Grant checked up on Luke to see his progress on the sounds. To say it nicely he did not make the cut. So now the person you know as StelarLuke or The Music Man is gone from the team. Now it's just two shotgun wielding space cowboys left on this team. This means we have to make all the sounds now, also Grant is finishing up the programming. An ETA for this game to be out on the Android would be a month, school starts in two weeks though so that will delay the progress a little bit. I guess we will all just have to wait and see!

Sunday, August 12, 2012

Wow, do we have a lot of updates for you guys today. Where to start, let me check when you guys were last updated... (a few minutes later). I basically have to update you guys starting from the merging stage. I guess I should probably get started.

First off Patrick and I have started a stage of merging together our projects, this means getting everything on my computer so I can program in the menu systems, test the AI, making the animations work, those sorts of things. So far I have added a menu system from which you can pick a map and play it. We have 3 maps currently up and running, only one the maps actually has AI in it. The other 2 will get AI when the AI spawning system is exactly the way we want it. This menu system also has an options section but that doesn't do anything yet.

Next we updated the AI, this means if something is in between you and the AI it will find a way around the thing in its way to get to you. The AI can also drain your HP, it can't kill you yet due to some strange glitch I haven't looked into yet.

Another thing we updated was the controls. We actually have buttons that do stuff such as firing missiles, I have also made a system for sliders, that is being used to control the speed. The guns also fire and are able to take the life of the enemy by draining HP.

The guns in the game have improved quite a lot, just today I made 'bullets' that actually fly through space to wherever it is you are pointing the gun. It might need a little work, right now it looks as if you are Zeus shooting lightning bolts at everybody due to the length of the tracer bullets that we use. We might also have to add a mussel flash of some sort.

The rockets on the other hand haven't been update at all. Our plans for them is to make it so they will lock onto whatever you are shooting at. We were also thinking of a tagging system for taking out multiple enemies at the same time. We might save this for an update though because it is hard to implement this without making it very hard to tag an enemy.

Controls for the spaceship are how you would expect them, roll the device to roll the ship and pitch the device to pitch the ship. What we have added is a speed control that is a slider on the left side of the screen and a boost button. When the speed is changed to a higher speed the camera starts to shake violently and get farther away from the ship. This creates an illusion of speed and immerses the player into the game more.

I believe this is all I have for now.
If there are any typos in this or something doesn't make sense this is because it is 1:18 in the morning and I am tired as crap and couldn't care to look over the page at all.

Also I now have my main Google account on this blog so the posters name will be mine now.

Until next time 


 

Thursday, August 2, 2012

Hello all, it's been a while hasn't it? Well, the game is almost done, Grant is just finishing up on the programming and we are very close to booting Luke off the team because he hasn't been doing anything. ANYWAYS we are maybe a month away from finishing if all goes well. Then it's time to start with our next game! But that is a surprise to you all. Shhhhh.
A call-to-action text Contact us