State of the Game #20 : Polish Pass

Man, week 20 already. Time flies when you are making games! So this week I have spent a lot of time tweaking part settings to balance the weapons and adding a little more visual polish to the level. Here, you can check it out in the new build! This is what I plan for the next week: So for the …

State of the Game #19 : Procedural Weapons

Another week, another feature! This week I have been working hard fixing bugs and adding in a new Procedural part generator. It’s not quite ready to be shown yet, but progress has been very great so far. I am starting with the weapons first, as they have the most stats to test the rule set on. This same system, however, …

State of the Game #18 : Single Player is Back

Well, after much hard work and many many late nights, I have finished getting the multiplayer to a semi stable state and I can now bring both game modes back into a single release. So, with out farther delay, go grab the latest release, version 0.2.3! So, what’s in this release you might be asking. Well, it depends on if …

State of the Game #17 : New Multiplayer Build

Hey, this week I have been hard at work fixing all the major bugs in the multiplayer test build. You can grab a copy from here and start playing it now. I still have a few bugs that are apperent in the multiplayer, namely a bug that doesn’t let the health sync when a new client joins. That is not …

State of the Game #16 : Multiplayer Testing

What a week. It can be said, one does not simply ‘Add multiplayer’ to a game. I am very happy I started working on the networking now as opposed to later though. The amount of ‘single-player-only’ code I had already written is quite staggering. Lucky for me, Unity does take a lot of the pain away from networking (once you …

State of the Game #15 : More Networking

This week I am neck deep in creating networking systems. I am making fairly good progress, even if it is a bit slower than I had hoped for. Here is what I have done so far: There is a working dedicated server. Right now it has a display window for selecting level and starting the game, but this will go …

No Animation Theory Today

No animation series today, sorry. I am busy with networking code. Will get back to the series next week.

State of the Game #14 : Networking and Multiplayer

This week starts the official development of the multiplayer systems. I have actually been spending a great deal of time researching different networking setups to determine what would be best for handling the gameplay we have now vs. the full gameplay that we are planning for. That research has lead me to this decision. All the multiplayer will be handled …

Animation Practices #1 :The beginning

Hey everyone, this is the start of a new blog series centered around explaining some of the higher level concepts and best practices that I have learned being a professional Technical Animator. This idea came up from a talk over at Reddit’s gamedev section (you should check it out!). There was a question about more complex animation systems (read it …

State of the Game #13 : Stats tracking

Yay, lucky number 13. This week I went back to work on the Stats tracking, as I felt getting some kind of ‘how well did I do”‘ was very important for making the demo more fun. Also, I put in a new camera system, so now you can actually see stuff in 3rd person mode. Here are some screen grabs: …

State of the Game #12 : New M.A.V. Builder

So, I took the plan from last week and put it on hold. I got some great feedback from everyone over the weekend and it became painfully obvious that the M.A.V. editor needed to receive some serious love. So here is feedback we got: I can’t tell what is going on. The arrow keys don’t do what I expected. This is frustrating. …

State of the Game #11 : HUD and Texture work

I have been super busy this week adding in quite a few new features. This is a great point in the development as the game is getting more and more fun each day. I am almost ready to deliver an updated build, but I feel waiting until Saturday will give me a few more days to catch all the big …

State of the Game #10 : Models and Textures

It’s been a busy week this week. As you may have noticed, we have a new site design! We took this past week to review what we had been doing and look at what the plan was going forward and we made the choice to focus a little more on the visuals, both of the game and our online presence. …

State of the Game #9 : Using Procedural Generation

Continuing on our work from last week, we now have a working system for procedurally building a M.A.V. unit. I have attached a short video below so you can see it in action. Please note, it is not 100% finished and is currently limited in the designs it creates due to the low part number.   PROCEDURAL M.A.V. GENERATION TEST Testing …

State of the Game #7

It’s that time of the week again. 7 weeks in and we have another release ready! you can grab a copy of the latest build from Here. Be sure to check out the release notes in the forum and please report any bugs that you find. Now, here is looking forward into next week: The next 2 weeks are going to …

State of the Game #6

Wow, already up to the sixth week of this. Well we have a lot to talk about this week. If you didn’t see, we released a test build last week. We got quite a lot of feedback and we have been spending most of the week working on that feedback. Our goal is to address the main complaints and get …

State of the Game #5

Big news today! We have released the first playable prototype build! It can be downloaded here Now this is a completly in development build, so please let us know if you have any issues with it. There are a few know bugs, and I am sure plenty we haven’t found yet. Please leave us feedback on the game. Tell us what …

State of the Game #4

Another week gone by more cool stuff to talk about. So last week we had focused on getting our AI in game and working with our modular approach to, well, basically everything. This week was a polish pass on what we had implemented last week. So picking up where we left off last week, the first thing we added was …

State of the Game #8 : Making Mechs

This week I am going to get right into it. We are making mechs and will continue to do so into next week. Ah, but what does that mean? Well for starters, it means new parts, new stats, new enemies, and new AI. Details below. So, in the same order they happened, this is exactly what I did this week. …

State of the Game #3

Another week, another update! So, what have we been up to this week? LOTS! We have moved away from the editor and are now working on gameplay mechanics. This means lots of testing and adding in gameplay features, like enemies. Also, a new test level!   So you might be wondering about the enemies. Right now we have 2 basic …

First Video Test

So we finally got the weapon groups implemented and everything is working pretty nicely with the M.A.V. editor. We will fix up some of the bugs and then move on to implementing some actual gameplay features. To celebrate, we have put together this quick video showing our progress so far. FIRST TEST Quick Build and play test.       …

State of the Game #2

It’s that time again. Most of the last week has been spent on code tasks, working on fixing bugs and adding a few features to the M.A.V. editor. We have been focusing on the last ‘required’ feature for the editor before we can release any demo builds. We have added Weapon groups to the M.A.V. editor. This will allow you …

State of the Game #1

This is a start to a weekly series that I will call, State of the Game. This will get the big updates on what we are currently working on, no matter the state that it is in. While we will still post on the stuff as we get it done, we want a nice format that will be a way …