Over the past week, we began working on our main menu which is aimed to be completed in the next 2 weeks.Īlongside developing a tutorial / scripted single player aspect to the game The second announcement is that we will be taking the game over the Seattle as a world finalist of the Microsoft Imagine Cup where we will pitch the game directly to Microsoft! We can’t wait to be able to bring the game to such a large event to get some great feedback and have people playing the game (finally!). We should hopefully have a full gameplay video made and edited for two weeks time.īeen a while since we updated here but we still working on the game! With Honeypot Espionage being playable on the EGX floor on two booths! This is though the UK Games Fund Tranzfuzer program and Abertay University’s Dare Academy. For this reason, the art team have been reworking assets and refining the style. Recently, the art style for the game had to have a bit of an overhaul. This will further the experience and assist the players within game. These will all be put into a 3D spectrum within Wwise which will give them direction parameters for pinpoint accuracy. As for teleportation and firing these will be significantly louder allowing your enemy to hear you if you make a mistake. For instance-when you materialise from your cloaking you will hear your cloak being deactivated as well as vice versa, this will be heard by nearby players which will make you think twice about moving fast. As well as this, audio will also play a key role in finding your enemy. When you are within the game you will be looking out for movement of enemy players and teleportation. For Honeypot Espionage this is perfect due to the game being stealth based, it will require any jump you can get on your opponent. It allows audio personnel a vast range of choices and parameters for in game audio events. Wwise is a powerful tool for video game audio. This will appear as a regular teleport to other players, and can be used in order to trick enemies into revealing their positions. This is going to be used to make players think about the movement that they are going to make before they make it, and whether it is worth revealing yourself to make the move you want to make.Īs well as this there is going to be a teleport decoy. When teleporting in the game the player will now leave behind a trail so that other players can see roughly where the player has come from and where they are going to for a brief period of time. We’ve opted for just removing the lower half of the body in order to keep things simple for now. controlling the lower half of the body with an animation would look either too janky, or would take too long to make look right. Unfortunately, we have no way of tracking lower half of the player’s body. The bones in the player’s skeletal mesh are placed based on the positions of the head mounted display and the two motion controllers that the player holds. In order to get a more realistic representation of what players look like in game, we are using inverse kinematics. Hey there! It’s been just about a couple of weeks since our last update, but we’ve been making lots of improvements and additions to the game in the lead up to getting the playable prototype (which will be finished this week!).
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