Besides the rain, which seems to be demoralizing a few members of the team, everything is going fine. There is still a bit to be done, enhancements here and there, improving useability. Pretty much trying to make the game more "Bling." Stressful times at the moment. Balancing is going well, and most of the achievements are up and running. Wish us luck people and keep tuned for more updates before we go live D:. Oh....and a BIG SHOUT OUT TO KYLE, WOOT!! Die Antwoord Represent,
#39"You spend weeks and weeks writing it, then give it to the team to ESOL" —
maniac2010-05-21 16:55
1 and a half weeks left until we go live, we are getting really close people. Still a few bugs giving us headaches, but the major focus has been feedback. Apparently, gamers like to be told what is going on and what isnt. Saving the game for instance. No one really knows if this is working, so we are gonna use a pop up that notifies the player if the game is saved. Most testers seem to be missing the message in the beginning that says "You can only save the game if you are logged in to mochi."
Aside from the bug fixing; balancing and creep spawns is the name of the game. We have got both Niva and Wilson on that while PiNGu, Gotenkz and I are fixing features of the game. Right now, the most irksome thing about the game seems to be creep behaviours, D:. That will be my main focus from today onwards.
We have a few new things in the game as well. First is the controls. The specials have been hot-keyed so that they can be selected using the 1,2,3,4, and 5 keys. Also specials can be deployed just by holding the mouse button. New effects have been added and the HUD has been switched out. The game is coming along nicely.
That's all for now. stay tuned for updates.
#37Where's the bug spray? —
maniac2010-05-05 05:47
Its 5:30am, and Im still at work D: Anyways, things are going quite well at the moment. The game has come leaps and bounds just over the last few weeks that I dont mind putting in a few extra hours to tackle a few more bugs. Although the compile time is quite atrocious, the team is keeping a cool head about everything.
Just as an update, we have a new member on the team, and a few returnees that will be handling game balancing, and enemy deployment, allowing PiNGu and I to concentrate on bug fixing and other miscellaneous things that need to be done. For now, all is well in CerebralFix land, :D. Until next time, later days, and stay tuned for updates.
#36To achieve great things, two things are needed; a plan, and not quite enough time. —
maniac2010-04-26 13:00
The end is nigh.....prepare yourselves. While PiNGu has been hard at work on the tutorial screens (revisiting tutorials from the menu), I have just finished putting an achievement system in place. At the moment, its a glorified event dispatcher that once an achievement has been made, an event is broadcast to every system that is interested in doing something about it. It seems to be working quite well, but it is a little "hacked-in."
Anyways, for those following the blog, we are interested in getting ideas for possible achievements that the player could get. If anyone has any kooky or fun ideas, feel free to leave a post in the forum. Until next time, later days. And stay tuned for updates, peace.
#35Jojo says, "it's about shape. how many times i have to tell you. not size" —
pingu2010-04-23 16:53
The final 2 weeks.
Still huge load of bugs to be fixed and features to be added but not enough time remaining.
Have to add a tutorial menu that can be viewed at anytime during the game, have to re-do the 2nd level so it doesn't lag..
The biggest challenge is whether we can hunt down any new bugs that we haven't discovered yet fast enough to fix them before the deadline.
#34Johannes!! Save Me!!!! —
maniac2010-04-19 14:57
Bugs, bugs, bugs.....all the purty little bugs. Well, surprisingly, bugs have been a lot easier to fix lately. Slowly but surely, things have been coming together. The initial load time has been fixed by separating all of the story chapters. The next thing to be worked on will be loading up the levels separately as well.
We really want to attract as many people as possible to the game...if they have to sit there waiting for 2 mins for the first chapter to load, we're gonna lose a lot of people.
At the moment, PiNGu is working on getting together a tutorial for special deployment. Again, we not only want to get people to play the game, we also want them to KEEP playing. If they don't know how to use the cool moves that Kai has to offer, its going to lose a lot of its appeal.
That's probably gonna be the biggest focus for the game this week. How do we get people to play the game and keep playing it. Hmmmmmmm.....Stay tuned for updates, later days.
Besides the rain, which seems to be demoralizing a few members of the team, everything is going fine. There is still a bit to be done, enhancements here and there, improving useability. Pretty much trying to make the game more "Bling." Stressful times at the moment. Balancing is going well, and most of the achievements are up and running. Wish us luck people and keep tuned for more updates before we go live D:. Oh....and a BIG SHOUT OUT TO KYLE, WOOT!! Die Antwoord Represent,
Anyways, back to balancing, bug fixing. D:
We have a few new things in the game as well. First is the controls. The specials have been hot-keyed so that they can be selected using the 1,2,3,4, and 5 keys. Also specials can be deployed just by holding the mouse button. New effects have been added and the HUD has been switched out. The game is coming along nicely.
That's all for now. stay tuned for updates.
Just as an update, we have a new member on the team, and a few returnees that will be handling game balancing, and enemy deployment, allowing PiNGu and I to concentrate on bug fixing and other miscellaneous things that need to be done. For now, all is well in CerebralFix land, :D. Until next time, later days, and stay tuned for updates.
Anyways, for those following the blog, we are interested in getting ideas for possible achievements that the player could get. If anyone has any kooky or fun ideas, feel free to leave a post in the forum. Until next time, later days. And stay tuned for updates, peace.
Still huge load of bugs to be fixed and features to be added but not enough time remaining.
Have to add a tutorial menu that can be viewed at anytime during the game, have to re-do the 2nd level so it doesn't lag..
The biggest challenge is whether we can hunt down any new bugs that we haven't discovered yet fast enough to fix them before the deadline.
We really want to attract as many people as possible to the game...if they have to sit there waiting for 2 mins for the first chapter to load, we're gonna lose a lot of people.
At the moment, PiNGu is working on getting together a tutorial for special deployment. Again, we not only want to get people to play the game, we also want them to KEEP playing. If they don't know how to use the cool moves that Kai has to offer, its going to lose a lot of its appeal.
That's probably gonna be the biggest focus for the game this week. How do we get people to play the game and keep playing it. Hmmmmmmm.....Stay tuned for updates, later days.
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