Team:
Developed by Jamie O’Brien, Steven Gladu, and Matthew Lachkovic.
Wednesday, December 11, 2013
Release
If you have a 4.1 Android tablet or higher, you can download our game here: https://www.dropbox.com/s/al10hp5v296nnvl/NattyBohHunt%20Version%201.apk
Monday, December 9, 2013
Come Play Our Final Game!
We will be at Shaefer Hall 106 at SMCM from 6pm-9pm. Come meet the developers and artists, and play the game you've been hearing all about. Be there or be boring!
Sunday, December 8, 2013
Hey friends! Here's some media to tide you over until Monday:
Testing out a new part of the map:
http://www.youtube.com/watch?v=IZOzyiUA_RU
Showcasing the finished touchscreen controls:
Here's the new title screen:
Enjoy!
Testing out a new part of the map:
http://www.youtube.com/watch?v=IZOzyiUA_RU
Showcasing the finished touchscreen controls:
Here's the new title screen:
Enjoy!
Wednesday, December 4, 2013
Close to the End
Hi folks, Jamie O again. It's been a while since my last post--don't get discouraged, though! We've all been working very hard to get this game out the door. Our beta copies were due out last week on Monday. This upcoming Monday, the game will be finalized and demoed on campus. My job right now consists of aggressively hunting for bugs and ranking them on their priority, as well as using the same prioritizing system for any new features and assets. We want to include as much fun as possible, but we also want to ship a polished product that runs smoothly.
There are certain features that are on the cutting line--maybe we can get them in, maybe we'll run out of work time. So many extra items, enemies, movement types. I can't even imagine how amazing this game would be if we had another three months.
Another thing that's happening is a bit of retrospective. I talk with Matt about the system we have and the tools we're using. Knowing what we do, would we use the same setup? Probably not. With the new Unity 2D library released, it's a tossup between learning to use that, or migrating to LibGDX. We'd definitely use a different system for file management between all members of the team--it's been rather easy for files to fall through the cracks in our current setup.
We're making great strides. The map is nearly complete. Natty Boh's behaviors are done--we just want to tie in some new animations for his swimming and jumping. Most of the enemies are acting the way we want them to. Right now, the interface needs to be polished and finalized. Then, the title screen will be getting a proper facelift. The map will get tested extensively.
And then, we publish.
There are certain features that are on the cutting line--maybe we can get them in, maybe we'll run out of work time. So many extra items, enemies, movement types. I can't even imagine how amazing this game would be if we had another three months.
Another thing that's happening is a bit of retrospective. I talk with Matt about the system we have and the tools we're using. Knowing what we do, would we use the same setup? Probably not. With the new Unity 2D library released, it's a tossup between learning to use that, or migrating to LibGDX. We'd definitely use a different system for file management between all members of the team--it's been rather easy for files to fall through the cracks in our current setup.
We're making great strides. The map is nearly complete. Natty Boh's behaviors are done--we just want to tie in some new animations for his swimming and jumping. Most of the enemies are acting the way we want them to. Right now, the interface needs to be polished and finalized. Then, the title screen will be getting a proper facelift. The map will get tested extensively.
And then, we publish.
Wednesday, November 20, 2013
Monday, November 18, 2013
Sunday, November 17, 2013
Fresh New Look
(Actually, I forgot to change Natty Boh himself out for the new one, but here's a glimpse of what the game might/probably will look like)
Sunday, November 10, 2013
Screenshots From the Visual Update
In case you're wondering how things are coming along for the visual update, take a look:
We've got the new Boh Boy animations in the game, and the Skunk enemy's walking animations are working great. Off on the left side is the car, and a little picnic scene created with Alex's picnic table and some food + beer. The recycle bin that the Boh Boy is standing on is a creation of mine.
We've got the new Boh Boy animations in the game, and the Skunk enemy's walking animations are working great. Off on the left side is the car, and a little picnic scene created with Alex's picnic table and some food + beer. The recycle bin that the Boh Boy is standing on is a creation of mine.
Here the Boh Boy is exploring a part of the world that hasn't been transformed quite yet. As you can see, the drunkenness "spin" effect on the camera has been made... a bit more dramatic. The difficulty really does ratchet up when you're playing the game nearly upside-down!
There's so much more coming. I'll keep you posted.
Doing Crunches
There comes a time when all programming projects enter crunch mode. The workdays get longer. The pressure mounts. The deadline gets closer. For us, that time is now. Milestone 3 is due for presentation on the 25th--we've got two weeks to wrap this thing up and show the world what we can do.
I'm excited. I'm nervous. But most important of all, I'm ready.
Let's do this.
I'm excited. I'm nervous. But most important of all, I'm ready.
Let's do this.
Wednesday, November 6, 2013
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