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Showing posts with the label devlog

March 2019 Week #1

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This month, March 2019, is hopefully the month when we release the prototype of the game to a closed group (in our Discord server , join it to get a chance to playtest!). Anyways, Bandit Mangal Singh's outpost is more or less done. ADITYA CHANDRA   (Lead Developer) I did a lot of bug fixes. A lot  of bug fixes, and it was really boring to be honest; but now that I have that out of the way, I feel awesome. I feel like running a mile. I completed work on the mortar, first of all; and now it's fully functional. DK made an amazing low-poly model for it (it has not been incorporated yet), and I brought in some temporary SFX and VFX as well. It works beautifully, and I'm proud of it (watch the video at the bottom). After many people told me to do so, I decreased the bloom... a lot. The other aspects of Thanyok post-processing were revised too. The game looks good right now (not counting the placeholders). Those people were right. I also made the textures f...

February 2019 Week #4

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We have finally begun with world-building for the game! Also we have started introducing some extremely fun elements like mortars and snipers! Plus, new models! Hype! ADITYA CHANDRA  (Lead Developer ) Hey guys, before I start sharing my progress for the weeks, I have two announcements to make: (1) I moved into a new, much better house! (that's why no devblog post last-to-last week) (2) I participated in my first ever game jam (Brackeys Game Jam #2), and it was a fantastic experience ( that's why no devblog post last week)! I wasn't gonna do it, but after some friends managed to convince me (on the 4th day of the week-long jam) I stopped work on A.T.A.  for some time and put together an extremely simple jump-and-shoot platformer called Valentine's Nightmare . You can check it out here . So first I refactored the vision-calculation of the NPCs (again). This made it better, but I'm sure I'll have to go over it again as it still doesn't feel right re...

February 2018 Week #1

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We are almost done with basic NPC behaviour, and are getting as close as ever with the 3D models which are gonna be required for the prototype city. We have, eh, also reintroduced a thing or two. ADITYA CHANDRA   (Lead Developer) I was crying last week trying to somehow get around the longest and the most badass chain of bugs I had ever encountered, so there wasn't any devblog post last week; but my hardwork, tears and how I slammed my keyboard hard onto my head, bore fruit, and now I know for sure that I'm the only guy in the world who has made an open-world game with blocky blue/orange NPCs with cute animations who can enter, exit, sit in and drive a white dune buggy. So yeah, the NPC+car system is done, and apart from a few bugs which are needed to be fixed I don't want to work on it anymore for the next few weeks. The NPCs can now exit cars and enter as passengers. They will exit the car if the player exits the same car, or if they have reached thei...

January 2019 Week #3

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End of yet another wave of exams, and in return a lot of work on NPCs plus some big decisions that are gonna affect the game a lot in the long run. We made some models for city-building. ADITYA CHANDRA   (Lead Developer) I started out by dividing the equipment into categories... so now you can like no longer 'equip' a heal-item or 'use' an equipment, so now it takes it all into account. That marks the equipment system basically almost done. Then I got right to the NPCs. For now I made friendlies blue and enemies orange (the player is a different shade of blue). Textures coming soon. I incorporated almost all the animations! Firstly they have many 'states' like default, following, attacking, fleeing, driving, etc.. The default state is where they do what they've been specified to do in a different 'deafult state' enum: idle, patrol (around given waypoints) and wander (aimlessly). For patrol, you can specify the position of the way...

December 2018 Week #5

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We progressed with the NPCs and finally completed the equipment systems, and made awesome dynamites to demonstrate the latter. ADITYA CHANDRA  (Lead Developer) I completed the equipment system! What does that mean? It means now you can pick up, equip and drop/throw nearly any object you come across. This is something I wanted a lot in the final game, just because the idea seems extremely cool. I came up with another cool idea to demonstrate this: a freakin' dynamite. So this is how it is: you go to a dynamite, you pick it up just like you'd do with any other interactable that can be picked up, you go to the inventory and equip it by clicking on its slot (just like the weapons) and then you go anywhere and drop it by clicking the left-mouse button. To make it go boom, you simply fire on it, once. The dynamite will explode, play some nice VFX/SFX, deal damage to any nearby objects and apply a huge  force to them 0.05 seconds later. Also, I worked a l...

December 2018 Week #3

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We managed to get our cars up and running, plus also some really basic A.I. for use as a base for going ahead. ADITYA CHANDRA  (Lead Developer) Sorry once again for missing another week... this time I had a math  olympiad thingy. Don't worry as I won't be having any more olympiad thingies until February now. Also, it's Tuesday today, 'cause my router was down yesterday. So now straight to the progress... I got the cars done this week. They can be properly entered, exited and most importantly driven . The car is an interactable. They have a proper rigidbody unlike the player and they're mostly based on Unity's standard car except I did a refactor on the wheels and tweaked around with the motor. By the way I'm using the buggy D.K. sent for getting the functionality done, without focusing on texturing this time. The wheels are all separate objects as children of the car and they turn and rotate with the car's movement. The wheels are des...