By Wesley Sappington We just had a really productive meeting! Gabe started the Conundrum main theme music, which sounds pretty cool! Might be changed in the future, but for now it's what we're sticking with. Keep in mind, this music isn't mixed or mastered yet. So there might be some glitches in tempo and stuff when playing it on your computer. Our biggest challenge of this meeting was definitely adding arms to Conundrum's player sprite. We wanted to add arms because we thought that would make the walking and running animation look better. I'll add those files later once Will uploads them to our folder. Daniel and Olivia did some serious work on the FWT plotline. We had to come up with an explanation for why the western part of the U.S. is inaccessible to the player. We're thinking that there was, and perhaps still is, a quarantine zone at the edge of the map. The question remains - are the isolated people beyond the quarantine zone still alive? Another huge accomplishment of the day was smooth camera motion in Conundrum. This was to match the smooth entity motion I talked about in my last post. It was also out first outdoor meeting, (spring is finally here!) and Olivia had a lot of fun taking photos of things. We're going to post them cause why not.
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By Wesley Sappington Hey guys, I'm super excited today!
The local press (on Patch.com) ran a story on us! You guys should check it out, I'm so excited! Honestly, doing an email interview is no less stressful than a physical interview. The reporter and I corresponded over email, with him eventually sending me an "e-interview" of nine questions. I answered them as best I could, (not exactly experienced!) and he posted this article based on my answers and our website! By Wesley Sappington Hey guys, I'm back! Conundrum, our 2D top-down game has gotten some major changes. The game works on a tile-based system, each block is one tile. Originally, entities were moving tile by tile... and it looked absolutely awful once we put animated sprites into the game. It was a lot of work changing the ENTIRE entity placement and movement system, (a good portion of the game engine) but it had to be done. The tile-based movement was giving me a worse and worse headache every minute of debug. See? Totally worth it.
By Wesley Sappington Hey guys, it's Wesley Sappington. I'm the leader of Eyesight Technologies, and also a programmer.
I'm writing to you at 1:24AM on a Sunday, so excuse the typos. As you get to know me more, you'll know that I'm a hardcore night-owl. The day doesn't start until noon, as far as I'm concerned. Haha. Glad we had this chat, can I sleep now? No, no I can't because it's time to convey some actual information to ya'll. A big part of game development, aside from the tech aspect, is the marketing. The biggest challenge of 2019 seems to be getting heard. I know it sounds super boring to all of you but it's actually pretty cool, just the idea that other people are seeing our stuff. Honestly, for me, the notion that other people are going to be running my code all over the world is pretty awesome if a little terrifying. Anyways, get to the point already! This week I emailed some local reporters for the magazine and other news sources. I got a number of responses. One reporter actually wanted to conduct an interview over email immediately, and he sent over some questions. A few minutes ago I sent over my interview response. Pretty cool, right? Our first ever message to the press... Anyways, that's the biggest update for this week. Game dev is going well, we're cruisin' towards some game footage in the near future so stay tuned! Welcome to our dev blog!
Here, we'll be posting updates throughout the development process. We want everyone to know what's going on over at Eyesight! See you soon! |