Today is the official Beta release of Sonar. After many meetings and discussions, we decided to cut some features so that we could spend more time and polish up others. We have all our levels planned out and implemented, major enemy bugs are fixed, menu screens are finalized, and the last of the sounds are […]
April 15, 2012
by Devon Wyland
It is now the third and final quarter of the Senior Game Design sequence at UC Santa Cruz and we are in crunch mode. With 2-week sprints, we plan to get more done per sprint than last quarter. As a team, we are working hard to get the bugs cleaned up, the last of the […]
March 19, 2012
by Devon Wyland
The third and final sprint of the quarter has come to an end. The team worked hard these last three weeks to get all mechanics implemented. In this release, we have: five enemy types with different behaviors walkie talkies that are throwable and will produce sound if the player presses the action button throwable objects […]
After a successful completion of Sprint 2, the team celebrated! Here is the adventure:
February 28, 2012
by Devon Wyland
By starting off Sprint 2 with a mini game jam, the team burned through over 50 hours of work and got a solid game by the end of the weekend. The rest of the sprint included the addition of walkie talkies, shader tweaking, additional enemies, and more advanced AI. We also worked on a level […]
Yesterday, the artists, Sami and I held a second photo shoot to garner video and photo reference to do the animations for the characters. Our focus was the protagonist, and two spectres, known as Dumb and Siren. This time we covered the stealth and back stabbing movements for the protagonist, Running for Dumb and finally […]
February 9, 2012
by Chris Peterson
So far this week we have been hard at work developing the game engine; including voice, graphics, and menus. Today, a few of us met with the artists to do some modeling for character animation. The artists plan to use the images taken as a framework for designing the various animations for the characters. Below, you […]
February 6, 2012
by Devon Wyland
The past 3 weeks have been spent building the framework for the game. During this first sprint, as a team, we successfully developed the basics of the game. Starting off, we wrote up a technical design document, including our UML and sequence diagrams. After recieving feedback from the professor and tweaking a few things, we […]
January 29, 2012
by Devon Wyland
As a team, we decided to take a break this weekend and work on another game for the 48-hour Global Game Jam (Our Game Page). The only rules for the game are to somehow relate to the Ouroboros – a snake eating its tail, representing the “perpetual cyclic renewal of life, the eternal return, and represents the cycle of life, […]
May 11, 2012
by Devon Wyland
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