YES!
The semester is back on and I have had a wonderful time with an internship at Rockwell Collins over this Summer. I will now continue the internship during the Fall semester, while continuing engineering courses and working on our team's thesis project.
This blog will be changing slightly.
I will break down some of the classes I am currently taking, and what I am working on in those courses, so there may be multiple posts each week with a different focus in each.
This post will be focusing on the current thesis project and what state the game is in.
The game: HOSTILE TERRITORY
The initial pitch involved a typical versus shooter match, one versus one, with the environment in slightly chaotic state; shifting and changing while they play.
The team had three engineers working on code over the summer. This included myself, Ron Romero, and Saumya Mukul. We found that Unreal 4's engine code was unfriendly, and that trying to commit this much code wasn't working between the three of us. We determined that the structure isn't prepared enough for our team to build everything together, and as a team we officially decided to focus on Unity, rather than Unreal Engine 4.
We rebuilt the game in two days, and it is pretty much back up to speed. We are going to focus on a new build due each week, with the possibility of two builds being completed each week. This will give us a more testing time and let us finish the 'fun' in the game faster.
I am currently acting Lead Engineer, speaking with each engineer, confirming their tasks and what could be limiting them.
Ron Romero is compiling the code together, and explaining to me any issues he is running into. We have pulled a few engineers together while working on the code, because some of it was unfriendly, or unusable. The code wasn't isolated to it's own code, and needed to be.
Currently this week, we have broken down the tasks to each member. I'm not going to post the tasks here, as I don't believe this is needed.
The current build is:
1 vs 1
Split Screen
XBOX 360 Gamepad Controls
Each Player will fire their gun at the rotating environment in a given time limit, and whomever has the most territory in that time limit wins!
These are our current requirements by Thursday. The character controls are the most important focus for us, and we have a dedicated team working on these to be perfect, as well as Networking for our future builds.
We had game designer Andrew Witts come review our game and give suggestions. This helped us create a framework to fix, and that is what we are working on. Andrew was a great help to us finding some issues we had, and we greatly appreciate his help!
Keep an eye out for it! More updates to come.
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