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Showing posts from February, 2015

Project Tempest, Final Year Project, ExpoTees and other shenanigans.

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So wrapping up my Final Year Project! Alot has been done over the last 2 weeks, WASD is working fluidly, Left Click attack now follows the players cursor properly, scripts are working etc etc etc. Only issue I couldn't solve was the boss mechanics, but I have time for expotees to finish that off. So, to summarize on the project for now: Final year project by Donny Evason for Teesside University. For my final year project I created a total conversion game for Starcraft 2. Utilizing the Galaxy Engine I created a third person, point and click shooter. The player must explore the facility known as Tempest, discover the fate of the laboratory and find any survivors. Collect specimen samples, prototype weapons and battle a variety of laboratory creatures. Project Tempest is designed to be a visually stimulating level, with fast paced combat and a plethora of enemies to fight. I've rendered out a full playthrough video:  sadly the trailer will not be completed until ExpoTees

Polish, Implementing scripted events, and general ramblings of design ideologies...

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Not posted in a while due to crazy work amount and really not too much to show with fixing all the scripting issues that were occurring. Anyway, lots to show and talk about so I created a video for viewing - bare in mind it still has a lot of polish to get it a better working state: Skip to around 1 minute ish mark for gameplay start (I had published the game so I recorded accessing it through the client) On with the ramblings. A few people have tested the map and reported similar issues, the controls being clunky and it being difficult to shoot, though the movement is out of my control due to the engine being an RTS (and my limited coding knowledge) I've forced the movement to work in WASD with W always being North facing in the map etc etc. This works fine, but takes some getting used to for the most part. Some additions have been made for enemy placement and polish to some of the areas with limited assets. I've added additional doodads into make the areas slightly dif