Stay tuned in on the latest updates!
Happy Thanksgiving everyone! We hope you all had a great time last week. Just to touch base with you all, we have officially released the Game Trailer and Premiered it at Kennesaw State University during the Future X Live Expo this past November 16th, 2018!
Also, as we get ready to conclude this Studio/Capstone journey. We will be presenting at the KSU Capstone Day (C-Day) this Thursday, November 29th, 2018 @ 4PM EST to 7:30PM EST!!!
Here's a photo of Cameron Gibson and JarekQ Aloisio representing the team at Future X Live!
Finally, for those that missed the trailer. Here it is down below!
Thank you Colton Trau for making this game look SO COOL!!!!! :)
Our final build is almost finished! We are ironing out bugs and control issues so that you can play a full session. Our main concern is our audio mixer because we don't want to blow your speakers out (even though the sounds are really cool). After this, we will upload the final build for you to play. Just wait a little longer now!
Balancing the game has been the focus of the past week, with our adjustment of ship speeds, rotation, and fuel consumption. We also worked on visuals to make the game more enjoyable. More adjustments will be made as we close in on the final build.
We have taken our feedback and handled some bug problems as well as mechanical fixes. We have particle effects in the work to provide visual feedback for a better game feel. We plan to update our ships to give them more defining characteristics.
The "Junkyard" music theme has been updated.
Remember to check out our demo build and give us feedback as we progress towards the game's release! Feedback Doc
Recently, we made an audio mixer to control sound volume for our game. Then we have created a fade-out transition between player turns so players have a visual cue. Lastly, we are reworking our UML design and cleaning our code a bit.
Remember to check out our demo build and give us feedback as we progress towards the game's release!
During our past week, we have worked on the logistics of the game's core mechanics:
We now have a full game cycle! We are excited to share the demo soon in class.
During our past week, we have worked on the logistics of the game's core mechanics:
That's it for now, but check back later for more!
During our past week, we have worked on maintenance of gameplay:
That's it for now, but check back later for more!
During our past week, we have implemented several of our desired game mechanics for our game.
Game Jam is coming up, so most of us will be busy working on other games during that time. That's it for now, but check back later for more!
We're a couple weeks into the new fall semester. With that comes new changes to the project.
First, the ship movement is being reworked. Instead of the initial grid system, it is expanded into 3D movement among the level. You can also change elevation levels with vertical movement.
With this new 3D system, we have introduced a fuel system to limit the range for each ship. You can't go on forever, or it wouldn't be fair.
Second, we are building the first stage of the game. We aim to have obstacles that make you consider your movement carefully.
That's it for now, but check back later for more!
This week is Game Appreciation week! We are going to show off everything we have and overview from beginning to end what we have done and learned so far from this semester.
Here's a simple numbered list:
We did more in-depth work with the UI panels, scripting and rescaling them to display information for the players. In regards to level design, we adjusted the brightness of the grid display. The ship movement and grid system are still in the works. We'll have more to show later on!
Have a great Spring Break!
The visuals have been improved since last time. Logo and text have changed for that sense of style.
Check out the screenshots below for a look at the visuals!
The in-game UI will display each player's status, such as the current population capacity and territories captured so far. This was done using a label script and attaching them to quad objects. You can see it closer in the screen directly below.
As for the board grid, we further optimized the generation. We used tile mapping to help accomplish this. With the tile map, the performance of the game increased by four times.The player movement is still being worked on. With the remapping of the board grid, it will be easier to get the ships moving now that all the collision detection of the spaceships and tiles are in place.
This past week, some team members were unavailable. However, we have been hard at work remotely. We identified and reallocated some tasks that are up and coming for development of this game.
Not much to show for this week, but we heard your advice from previous classes and are taking it into consideration.
We held a mini-sprint of sorts to optimize our in-game grid system and rendering. On top of that, we built our title scene and main menu functions. There was a bit of reworking to our classes and objects, but now we can streamline our programming efforts. Below are some screenshots of our scenes:
Some details have been added to our Game Design Document as well. Take a look through the changes!
Our tasks for this week will be to continue implementing our grid, refine camera controls, and work on sound settings.
Today, we showcase our awesome Spaceship 3D Models!
Check them out here on the Game tab in the Spaceships section!
In addition, our group made big strides in the UML Class Diagrams. Coding Development is in process now!
A brief overview of what is planned for this week and Sunday's game development mini-sprint.
First, we have an updated logo on the top of the page!
Currently, we are finishing UML class diagrams which will help direct us in programming objects and respective classes.
The 3D models are completed and ready to use.
Menus and UI elements are being developed for implementation.
Tasks for this week:
Here is our Game Design Document for Conquer or Conquest. We have detailed the design and mechanics to give you a better picture of what we will accomplish. Changes are possible during production, so check back often for updates!
We have completed our HLCD for our game. This document gives a technical overview of how we will create our game. As the semester goes on, the contents may change.
Did you enjoy our presentation on Conquer or Conquest?
This is a general overview of our concept.
As the semester continues, we will share more details.
If you missed it, you can view our presentation here below.
"Systems are coming online! Website - Initialized!"
Welcome to our project's website! Thanks to Google's free and easy to use "New" Google Sites, we are one step closer to showing you our awesome game. Just starting out in the semester, our group has decided on the game idea and are working diligently on a High-Level Concept Document and formulating our game pitch to present in class.
Premieres on
Jan. 23rd @ 12:30 PM EST in Studio Class!
We hope you are thrilled to play it by the end of the semester!