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Devlog
Submission to DAE Game Projects Jam 2018
[Group 12] Sneakers
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Devlog
[ART] Final devlog
June 05, 2018
by
GaethanMe
#Art, #Final Devlog
Hi, So it's finally time. Some polish was still done to make the mechanics a bit more clear and gameplay go more smoothly. There is some more UI with a bar showing your stamina for sprinting or dashin...
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[DEV] final devlog
June 04, 2018
by
MvcDAE
[MECHANICS] Security camera AI rotation Reprogrammed the rotation of the camera AI for full control over the angle width and time period over which it will do the rotation. Changing the background to...
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[Art] Polish art update week 12
May 16, 2018
by
GaethanMe
#Art, #Devlog, #Visioncone, #UI
Hey there again This week we finally entered the polish sprint of development. Although there were still some mechanics to refine. Speaking of which, I forgot to show off this cool feature last week...
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[ART]Production art update week 11
May 09, 2018
by
GaethanMe
#Art, #Devlog, #Shaders, #Props
Hi everybody We've got some more props in the level, a new layout for playtesting purposes and my secret shader experiments were... a success! ..mostly. Turns out multibanding is definitely possible b...
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[DEV] production dev update #5
May 09, 2018
by
MvcDAE
[MECHANICS] Outrunning guards The guard AI runs to the location of the player when spotted in the vision cone. When it arrives at the location without the player being in the reach, it will continue o...
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[ART]Production art update week 9
April 25, 2018
by
GaethanMe
#Art, #Week 9, #Props, #Level
Hi there! This week the artists finally started making our level look a bit nicer. All kinds of props were made to fill up the level. From paintings to vitrines to benches to vases... Combined with so...
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[DEV] production dev update #4
April 25, 2018
by
MvcDAE
[MECHANICS] Pawnsensing workaround Figured out a work around for not being able to rotate the pawnsensing component to the wanted angle and rotation. Now the base of the camera will do the reverse rot...
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[DEV] production dev update #3
April 18, 2018
by
MvcDAE
[Mechanics] Updated controls Implemented rotating one or two sided door for the jail The player now gets teleported to the jail target point when caught, player 2 has to go break him out. For this I s...
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[ART]Production dev update #2
March 28, 2018
by
GaethanMe
#Programming, #Art
Hi all! Our second and final week of production (for sprint 2 at least). We had a lot of catching up to do so there wasn't a lack of tasks to do. Art: The artists rigged and skinned the main character...
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[DEV] production dev update #2
March 28, 2018
by
MvcDAE
[Mechanics] Updated basic movement and controls Players now move using the forward and right of camera, the movement will rotate with the camera now. This is so that the rotation of the camera can be...
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[DEV] production dev update #1
March 21, 2018
by
MvcDAE
Last week we got approved for production, first we took on the challenge of planning the first sprint with duration of 2 weeks. This went slower than expected and took more work than at first glance...
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[DEV] Weekly update
March 14, 2018
by
MvcDAE
[challenges] building errors: fixed the errors causing cooking to fail level editing: made fun levels with playable mechanics [mechanics] box raycast instead of line for intractable and picking up obj...
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[DEV] Level prototypes
March 12, 2018
by
GaethanMe
#Unreal, #Prototype
New levels are up! Since we needed to know if our gameplay is actually FUN before we head into production we made a few different level blockouts. Of course as it's only a prototype the art is kept to...
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[DEV] Unreal Prototype
March 07, 2018
by
MvcDAE
What did we prototype? In Unreal we implemented as many mechanics and gameplay features as possible to get a feel for which engine we will choose to produce the game on. [Mechanics] AI player awarenes...
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[DEV] Unity Prototype
March 07, 2018
by
NillyTheKid
What did we prototype? Using Unity, we prototyped the guard AI: it follows a set patrol route and can spot the player. Once it spots the player it will start following the player until it reaches it...
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[ART] Updated Art bible and Shaders
March 07, 2018
by
GaethanMe
#Art Bible, #Art, #RFX, #Shader, #Props
Hi everyone, This week the art bible got a major overhaul and looks a lot more presentable. A lot of smaller aspects about the art style became more refined such as what our characters should look lik...
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[ART][DEV] Art Bible + Tech Doc
February 27, 2018
by
BenoitDae
Over the past few days we created the basis of our Art Bible and our Tech Document At the same time, we looked into creating a small prototype in both Unity and Unreal...
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