View all by Pieter Pauwels
Creator
Follow Pieter Pauwels
Follow
Following Pieter Pauwels
Following
Add To Collection
Collection
Comments
Devlog
Submission to DAE Game Projects Jam 2018
[group 23] Time Tanks
←
Return to [group 23] Time Tanks
Devlog
Stepping over the finishline
June 18, 2018
by
NikosVandenBroek
This is the end. My only friend, the end. After 11 weeks (technically 17), we've finally reached the finish line. Our last sprint ended 3 weeks ago, but we've now reached the point where the final pre...
Continue reading
Big surprises come in small packages
May 17, 2018
by
NikosVandenBroek
Small things can feel big Our first week of polish is over, and it's a suprise how small changes can make things look so much better. One of those things are transitions. Lerping between A and B, rath...
Continue reading
Approching Polish
May 10, 2018
by
Pieter Pauwels
Freezing time As we come to the end of the 3rd print, it's time we finish up our features, and put a lock on adding more. We've gotten to the point where we have the basic features for our game, and w...
Continue reading
Ready Player 1 .... and 2, 3, and 4
April 26, 2018
by
NikosVandenBroek
Code The first thing you'll notice when you launch the game is that the setting menu is gone.. because Unity already offers one before you launch the game. And we now have a menu for game rules. It's...
Continue reading
Out with the passives, in with the actives... kind of
April 19, 2018
by
NikosVandenBroek
Steeting towards more active gameplay Until now our pickups used to be completely passive. They just gave you an increase in a stat such as fire rate, which wasn't very engaging, and some you even wan...
Continue reading
Shaders are back on the menu, boys!
March 29, 2018
by
NikosVandenBroek
1
Making it look a bit more legit Get it? Shaders , back on the menu . Because we have shaders... and menus... I'll show myself out. On a more serious note, we found out that Shader Graph was still too...
Continue reading
Getting back on track
March 22, 2018
by
NikosVandenBroek
Picking up the pase After last week's issues, we had to get ourselves back on track. The goal this week was to get back to where we were at the end of the prototype. And asside from a few things, we m...
Continue reading
Stumbling out of the starting blocks
March 15, 2018
by
NikosVandenBroek
A rough start Our first week in production started off pretty slow. We had some difficulty with the creation of our design model. Trying to create tasks from a feature list, keeping track what needs a...
Continue reading
Operation GTFI
March 08, 2018
by
NikosVandenBroek
Getting in the gameplay Our main objective this week was Operation G et T he F un I n. Last week we had kind of an idea of what the game would be like, but we didn't have anything concrete, an thus th...
Continue reading
Nearing the end of prototyping
March 01, 2018
by
NikosVandenBroek
#Prototype
Engine We've been testing out both Unreal and Unity to see which one we'd eventually use for out final product. After some initial issues between Unity and Perforce, the Unity project seems to be goin...
Continue reading