First, please be sure to add yourself to my updates list for recent news and launch dates.
Here is my week in review for the development of my Super Space Trooper video game. I’ve been very busy so this is going to be a very short post.
After last week’s somewhat slow pace, this last week was a productive one. Just about everything I worked on this week was directly involved with the interior starship scenes of the Soneria level of my game. Everything from animated lighting setups, to weapon dispersion textures, to in-game obstacle courses, to modeling and texturing. That’s the wonderful thing about doing independent video game development. It gives me a chance to attack a wide variety of digital aspects, creative, technical or both, and it really pushes me to learn more.
Besides spending a massive amount of time on tinkering and tweeking things here and there, I also made my Unity Pro purchase this past week. I can already tell that I’m going to have a lot of “fun” (read that as both genuine and sarcastic) with the Bloom feature in Pro.
Here are just a few of the tasks that I took on this week and completed
- Disabling Forcefields on Power Regulator Destruction
- Animation of Force Field Deactivation
- Player, and Player Weapon Impacts on Force Fields
- Wrote a Tutorial on Weapon Impact Energy Dispersions
- Added in Some Special Effects
- Configured Light Animations/Switching and Respawn Additions
- Technique for Reducing Polygon Count
- Fixed Up Some Checkpoint Bugs
I now technically have the Soneria level ready for me to integrate enemies into it, which should pull the level together. I also still need to decide what I’m going to do with regards to the final boss. Whether I should use the same starship as displayed above, or if it should be something completely different.
What Did I Learn This Past Week?
Well, most of what I learned this week is too specific to my project and likely wouldn’t make sense to anyone else, or even myself at a later date. So for now I’ll just say that I learned quite a bit on how to get decent effects using minimal resources via animated (and non-animated) transparent textures.