I'll be working on our game and streaming for the first time.
This make probably a bad blog post and I will take a cold shower.
About my plan:
-Stream our sound track (Great trance music but not all tracks are done)
-Work on building animations
-Polish some things here and there
-Work on some menu UI views
-Update this blog as my plan progress.
This was our first video we released.
The game is about conquering the map.
Two faction of 3 players will compete to capture beacons on island and the first faction to capture over half of those wins.
Your range is limited by your fuel and when you run out of it, you can't interact with the map and have to fly back to a refueling building.
You can build on islands where you have the majority of building.
So the stream is here, I'll try to answer questions when I notice them.
http://www.twitch.tv/0x64
I'll also try to get one day our concept artist to stream or notify if he is streaming some of his hobby stuff... ( you really need to check out his awesome works http://vablo.cghub.com/ )
Drop by and say hello!
Edit 1:
Now working on smoothing camera zoom.
Strange that our AnimatedFloat class didn't have any way to set a target value. We'll just create a new one.
Edit 2:
Now, back when the rendering was not optimized, we had disabled the animations when zoomed out to save some FPS, I'll try to locate where the programmer did this animation disabling. Found some remain of an older solution but it is already commented out. Found nothing checking directly the camera.Scale...
Edit 3:
I'll add now that test "under construction" animation to the buildings when they are added to the map.
Having some conflicted thoughts on where to put it... Everywhere seems hacky, so the best solution actually might be to add the building animation straight to the animation file of the building. I think our engine doesn't support transition between different files.
This solution is better as it doesn't involve some hack in the code that we would need to correct later, but in the end we will need to to those animation for each building... Let's test this out on one building.
Edit 3b: currently we don't have a simple way to do some scalable looping time... the easiest way to test the under construction animation is to simple have it play x time and then transition to the idle animation of the building.
Naah bad idea... Recursive werewolf.
Edit 4: that building animation is simply too ugly, even for a temp animation... let's do something better!
Edit 5: the animation software is crashing when deleting multiple sprite from the first frame. let's write a bug report... but there was already an update that might fix a bug related to this.
Edit 6: Animation still a bit angular, but should give a good idea for the direction to our artist
The particle needs a sharper limit so the edge doesn't go under the lower tiles.
Edit 7: Let's start working on the UI. The UI has it's own branch that is really old. Buttons also are not necessary on scale... Scary to go back a month or so.
The good thing is that there is some transition effects there already done, need to be merged with the main branch.
Also if you noticed, I wanted to mention that on the main branch, we are connected to the game server, there is a pet ship following me and a ghost ship which is reflecting my move info that is pinged back from the server for debug purpose. That ghost ship is moving slower than my ship because we increased the ship movement speed for debug purpose too.
Last Edit, time to prepare to sleep...
Thanks for following.
I now test if the connecting button works correctly, with a nice fadeout once the game is connected... After that I'm out!