Thursday, May 1, 2014
Crunch Week: Phoenix Wright Project
I can say it now even though I felt it coming in the beginning... Never start a game project with only 3 weeks to do it when you could have just made a PowerPoint presentation. At least that's what my tired body keeps saying. My creative heart just wants this game to exist so somebody else will be inspired to make an even better one.
It's due at 11pm on Sunday and I've got all the hard parts out of the way. With just a couple late nights I should have it done and off my chest. It's a bit more stressful than expected but that's mostly because the senior capstone got me so excited for the project I want to do after Unicorn Quest. There's also the nagging part of my brain that want to get back to Unicorn Quest and make it as awesome as it can be, but I'll have all summer to enjoy making my first dream project.
Onward and steady. Time to get this thing done so I can prepare for finals with noticeably less weight on my back. I really hope this thing does it's job and makes other Gaming & Simulation students want to approach class projects creatively rather than miserably. And I hope I learn to plan these things out farther in advance.
Wednesday, April 30, 2014
Gushing About: Hack n' Slash Games
Tuesday, April 29, 2014
Phoenix Wright.exe Screen Size
One of the big things to worry about in my forensics game is the resolution. What's the point of making the game if the whole thing breaks when screen size is adjusted. What if the teacher shows it in class and makes it full screen? What resolution works best on PCs in general? What about scaling a forced size like I do for my mobile games? Keep in mind the pixelated art style and how bad it looks stretched out.
The Unity maximized preview didn't stretch properly (squashed with things cut-off on the sides) so I was worried the final game would look that warped. Luckily the built executable didn't do that and looked how I wanted it to. I settled on making it 1024x768 (iPad resolution) and set the scale to Fit Visible so it stretches horizontally and vertically evenly. The result looks pretty good now and that's one problem down.
Monday, April 28, 2014
Finished Level 1 Spell Sprites
Some may change as I implement them and make adjustments, but they are finally finished up to a point where I can put them in the game. I still have to draw upgraded versions of most of them but these sprites will do for the next milestone. There are too many to show here and I think they will look much better in video form a couple weeks from now.
Spell descriptions were changed to accommodate new ideas and limitations I ran into. I wanted each spell to feel unique and I feel like I'm succeeding so far. I can't wait to put them in action soon.
Coding how each spell behaves will take a while, but this part in particular took longer than I estimated. Having this done just feels like weight off my back as this project crests the last hill toward this milestone.
Tags:
Art,
Development,
Equica,
Unicorn Training
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