Tuesday, September 30, 2014

Tiny update!

Finally managed to finish up some contract work earlier in the day. Bah!

Now for Spacejacked:
Added a much needed counter to indicate the current number of alien invaders per arena.

Monday, September 29, 2014

hmmmm...

I should probably try sleeping earlier, for the sake of my health.

Thursday, September 25, 2014

New heath system

Been working on removing the original hull health system and adding 3 different health bars for each arena in its place. Just a few more polishes and I'm done. Also, I'm still working on re-balancing the game - everything's still on paper though.


Monday, September 22, 2014

Visit by the minister


Just realized I saved this photo onto my desktop. A few weeks back, the Minister of Communications and Information, Mr Yaacob Ibrahim dropped by GSC (where we are situated) for a visit and popped by our office. We exchanged a few sentences and he was soon on his way. It was a pleasant experience - though I'd never understand why there was a such a large (relatively) group of people following him around.

Creating a branch and switching to it in git

git checkout -b 'newbranch'
git push -u origin newbranch (push to server)

Thursday, September 18, 2014

Still on it @.@

Been busy trying to improve the performance of the game. Says on the screen the number of objects being constantly updated per frame (after writing some code to recursively count them). 83. I'll say it's an improvement from the 290+ active objects from 2 days ago.

I must admit though, most of the unnecessary update calls were my fault anyway ;p

Optimization

I'm currently working (for the past couple days) on a task that I can't post any screenshots of... namely, optimization.

Monday, September 8, 2014

About wrapping up the Web release

We had a little discussion about the remaining tasks for Spacejacked before finalizing a build for competition and our web release.

The tasks are as listed below:

  • Balancing - tweaking pacing, enemy health, turret upgrade cost, spawning patterns...
  • State flow/UI - better define the start and end of a wave
  • End - victory scene, game over screens
  • Intro - opening "cutscene"
  • Tutorial
  • General feedback - explosions

That's a lot of work left!

Moar Visual Feeedback!

This took a little longer than I've expected, but the additional visual feedback is finally in for when player purchases a turret. Not sure if I'm over-doing the size of the text (will probably reduce the size if I can find the time).

Thursday, September 4, 2014

A rather significant modification to the mechanic

After witnessing testers having much trouble deploying turrets at desired spaces, we now fixed several anchors within the level - essentially removing the need for a "Build" button.