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Devlog
IT 93
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Devlog
Penultimate Update
March 06, 2019
by
JLSaake
So, things are beginning to wrap up for the project. We've spent time working this week on fixing performance issues within the game. Also, our new spawning mechanic is working, and the level is being...
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Optimization Work
February 27, 2019
by
JLSaake
Our primary focus this week was optimization. With our new style of gameplay, we are beginning to run into some FPS issues, causing us to revisit parts of our game to help it run smoother. In other ar...
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A Minor Pivot
February 20, 2019
by
JLSaake
Despite the ominous tone of the title this close to the end of the project, we are actually going in a better direction than before. After discussing with our mentor last week, we making some tweaks t...
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Approaching the End
February 13, 2019
by
JLSaake
With only a few more weeks to go on the project, things are starting to come together. Menus and UI improvements were some of the additions, as well as enemy models being implemented, enemy pathfindin...
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Starting to come together
February 06, 2019
by
JLSaake
Things are starting to be implemented all over the place. Melee mechanics, new AI movement, and our new melee bot (security camera) were all worked on this week. Lots more game feel updates are on the...
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Post Playtest
January 30, 2019
by
JLSaake
This week was limited due to participation in the Global Game Jam. However, last week was playtesting, and we have begun to implement some of the feedback back into our game. For examples, guns are no...
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Pressing Along
January 23, 2019
by
JLSaake
More work was done this week to prepare for tissue testing. In addition, frameworks were modified to allow for melee weapons to be added, something that the foundation was laid for last quarter. The c...
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Back to Work
January 16, 2019
by
JLSaake
After winter break, we are back working on the FPS. Since the last update, we have been doing stuff behind the scenes, including some post processing work, updates to player movement for gamefeel, and...
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Bugs, Launching, and Boss
December 05, 2018
by
JLSaake
Week 10 of the quarter, a time rushing to finish other projects so we can work on this one. This week we started off fixing some bugs that had arisen in the previous builds. Projectiles now maintain t...
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Flying and Launching
November 28, 2018
by
JLSaake
Despite the holiday week, we are back working on the game mechanics behind the scenes, including new enemy types, models, and new weapons. The flying enemy now has a proper model, and development is p...
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A bit of everything
November 28, 2018
by
JLSaake
This week was a little bit of everything. Menu systems and controls are being put in place. New flying enemies and projectile guns are being introduced. Standard enemies get a new model and continuing...
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Building Our Base
November 14, 2018
by
jetsontwo
For this week, we focused on broadening out and reducing our early optimizations. Upon requests from our mentors and teachers, we realized that we were getting too caught up in making the weapons and...
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Feedback
November 07, 2018
by
JLSaake
This week was all about feedback. Both taking in feedback from playtesting, and adding feedback to the game. Players had a difficult time determining what was going on for in the game, mostly due to a...
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First Enemies
October 31, 2018
by
JLSaake
This week we focused on nailing down our setting and design centered around a mid 1990s office. This includes honing in on weapon mechanics and styles for our player, and the enemy classes and objects...
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Concept Development v.2
October 24, 2018
by
jetsontwo
After some discussion with our mentors and more discussion amongst the team we have revamped the design of the project. Now the game focuses around and IT worker in a large skyscraper. All the technol...
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Initial Concept Development
October 17, 2018
by
JLSaake
#ICS169A, #Week2
Fiction / Narrative An IT worker (player), in a world where portals can take people to other universes, gets sent to broken universes through a busted portal, and they have to make it back through fin...
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