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TIGSource ForumsCommunityDevLogsMORSE - A game that passively teaches you the lost skill of telegraphy.
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Author Topic: MORSE - A game that passively teaches you the lost skill of telegraphy.  (Read 30894 times)
JobLeonard
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« Reply #120 on: December 31, 2020, 04:29:34 AM »


Hey folks!

Just a quick post showing off some exciting new elements implemented: Air combat! We now have the sky battlefield in very early stages and biplanes which arc across the map. It's been a delight designing this so far and I'll be having more info on it as things increase in depth, but here's a gif so far:




As a heads up, I'm going to be doing 70 projects of marking over the next month so updates might be a little less frequent for a while, but we'll see!
That looks amazing. There's something dreadful about how slow their approach is
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AlexVsCoding
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« Reply #121 on: January 20, 2021, 03:11:48 AM »





Hey Folks! Apologies for the radio silence on my end, it's been an extremely busy month (been absolutely buried under a pile of marking/admin) which has made updates on here hard to prioritise! Nevertheless, I've got most of the admin done and there should hopefully be some more updates in the pipeline out before the end of January!

In the meantime, here's the progress update video for December!

We're aiming to produce an update for the demo on itch.io end of the month/early February which we'll be then actively starting to promote (First build was more of a soft launch) stay tuned for more on that soon!
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JobLeonard
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« Reply #122 on: January 20, 2021, 03:40:25 AM »

Nice update/summary of things you already posted here!

It would be really cool if MORSE or VICTORY was spelled out in morse code alongside the actual letters, although I guess it would be a bit too cramped, right?
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AlexVsCoding
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« Reply #123 on: January 21, 2021, 10:22:11 AM »

Nice update/summary of things you already posted here!

It would be really cool if MORSE or VICTORY was spelled out in morse code alongside the actual letters, although I guess it would be a bit too cramped, right?

This is actually on my list of stuff to implement, I'll be adding a subtle underline similar to the intro graphic (also possibly adding to the menu/pause buttons when you hover over!)

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JobLeonard
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« Reply #124 on: January 22, 2021, 03:22:49 AM »

Using it as underlining would be a cool bit of polish!
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AlexVsCoding
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« Reply #125 on: January 26, 2021, 01:44:30 PM »

Hey folks!



Just a real quick update to show the aerial combat for MORSE, still don't have shooting between planes but do have them occupying the same airspace! I need to figure out if I want them to be flying directly at each other or whether they'll shoot at each other as they fly past, not 100% sure yet (There's a lot of places where this can go wrong with planes intersecting one another, especially if put in the same lanes).

In terms of what I'm doing atm otherwise, just compiling the remaining work from the team, overhauling the notifications functionality/window, working on a loading screen and revamping the raycasting functionality. Should hopefully be another update relatively soon!

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AlexVsCoding
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« Reply #126 on: February 11, 2021, 05:09:05 AM »

Hey Folks!

Apologies for another lapse in posts, 2021 is proving to be an extremely busy year! Nevertheless, I'm managing to get work done for the project!

Main thing I wanted to do a quick update on is that the writing is done for this section of the project! We have 3 "days" of gameplay, which consists of around 8-9 narrative sections each day, which includes jokes, drama, historical richness, character development and poetry! I've integrated it into Unity/Ink but as the narrative has become more complex, I need to build more complex tools to adjust characters present on screen! For this, I'll be building an animation set where I can fade/switch characters displayed and more specifically switch these in the script.

One very exciting development is the writer from the project, Danni has successfully secured work at Ubisoft in a narrative design role which we're all incredibly chuffed about!

I'll hopefully have a more visually exciting update soon, but I just wanted to show something to keep the devlog above water! More soon.
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JobLeonard
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« Reply #127 on: February 11, 2021, 05:13:14 AM »

Congratulations Danni Coffee
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AlexVsCoding
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« Reply #128 on: February 23, 2021, 12:18:41 PM »

Hey Folks!

Just a quick post to show you the 3D models I'm working on for MORSE! In one of the upcoming missions, you have to destroy a German railway depot, here's the train that'll be parked in there! Below that is a veeeeeery rough implementation of the train in the level (the current level layout is incorrect, one of the earlier levels). As part of the game I'll be doing very basic 3D models and trying to standardise them as much as possible to keep the project relatively cohesive in aesthetic! Stay tuned for more soon, have a variety of exciting updates in the pipeline!






« Last Edit: February 23, 2021, 01:08:11 PM by AlexVsCoding » Logged

AlexVsCoding
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« Reply #129 on: March 01, 2021, 01:29:29 PM »

Hey Folks!

Going to be doing a series of smaller updates to keep myself in the routine of posting regularly! Here goes:

After several rounds of iteration, we’ve settled on an aesthetic that Katy has been implementing. I had my reservations about increasing the colour palette (at the risk of bloating the scope), but the designs Katy has done adds a whole other layer of polish and character to the project and also gives a level of contrast between the gameplay and narrative segments. Having updated these assets, Katy will now work her way through the rooms and animated sequences.

More coming soon! We're approaching the end of the UKGF period (Final month) so updates will be coming thick and fast!


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JobLeonard
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« Reply #130 on: March 02, 2021, 01:07:18 AM »

I like the upgrade! The lo-fi aesthetic had its charm but also made the characters a bit abstract, I think this will bring them to life more
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AlexVsCoding
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« Reply #131 on: March 03, 2021, 12:42:56 PM »

Hey Folks!

Had a super busy day of work on the project but just wanted to post this cool thing I made: U-BOATS! They're a new unit you'll face on the third day of gameplay. It's going to be really great when I get the combat functionality in, they're going be initially visible to the player, dive, switch rows then fire, at which point you have to spot which of your ships gets hit then target that location in relation to where it struck. There'll also be a random interval where it'll come up in which you can land a quick kill on it.

More content soon!


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AlexVsCoding
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« Reply #132 on: March 10, 2021, 03:16:21 AM »

Hey Folks!

Here's the latest update on the project for work done in February! Stay tuned for more soon!




« Last Edit: March 10, 2021, 05:53:11 AM by AlexVsCoding » Logged

JobLeonard
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« Reply #133 on: March 10, 2021, 04:59:58 AM »

Looking great! Coffee

How much space did the change in audio quality save?
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AlexVsCoding
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« Reply #134 on: March 14, 2021, 12:31:05 PM »

Hey Folks! Just a quick update (which I'll follow up tomorrow) is I've got some really cool features working! Artillery now has a trail behind it when it strikes (which is made of up dots and dashes of the transmitted message, see in the second gif), units are now controlled with a spline tool (which allows them to climb in and out of trenches) and I've got a line to visualise the territory control in the trench!

More tomorrow!





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JobLeonard
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« Reply #135 on: March 14, 2021, 11:36:47 PM »

Looking great!
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AlexVsCoding
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« Reply #136 on: March 16, 2021, 01:02:00 PM »

Hey Folks!

Got a bunch of new stuff implemented today, here's one of those things: the u-boat escort mission! This one was a lot of fun to design and I really got to put the new spline editor to use (More on that tomorrow), check it out:



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JobLeonard
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« Reply #137 on: March 16, 2021, 01:10:52 PM »

Did you reticulate it?
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AlexVsCoding
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« Reply #138 on: March 24, 2021, 02:10:11 AM »

Hey folks! Morse is now approaching the end of the development period with the UKGF and there's been a tremendous surge in progress. Here's what we managed to achieve in March:





+ Spline based units: With the help of Tom Kail, we now have the ability for units to travel in 3D space rather than purely in a straight line. Soliders now climb in and out of trenches, submarines emerge and sink and naval transports weave across the grid. This opens up a whole realm of options for level design, particularly since this can be integrated into the prefab missions.

+ Multiple strike points: Rather than purely relying on isograms, we now have the ability to target an extra location if there are duplicate letters on the map, so words such as GUNNER or DEMOLISHED can be used without error, and double letters result in double artillery. In the current build of Morse, this only sees usage in the final mission as a means of showing the future potential of this system.

+ Height based terrain: For the final mission and the earlier trenches, we have different heights of terrain. To factor this in, we added a sensor to detect the height of ground and adjust the reticule and artillery. It isn't perfect yet but makes it a lot easier than the previous iteration. Having terrain options gives us the ability to design much more exciting dioramas, such as trenches, hills and craters.

+ Territory markers: Previously it wasn't clear where the borderlines were on the map so I added a flashing victory/defeat bar when units crossed it. This system in particular is still quite early on and may in time be replaced with something a lot more clear and robust, as one of the common complaints is not having a clear gauge on victory states.

+ Further refinements to shooting: Some of the earlier playtesters pointed out a lengthy wait for some of their simpler entries, so an elegant solution was found: If the player presses fire and there's a compatible coordinate loaded in, it will immediately move and fire. This gives more advanced players the option to catch enemy units before they slip out of range.

+ Artillery Aesthetic Upgrades: We also made some aesthetic refinements to the artillery strikes, such as adding a trail for the path of the shell which as an extra easter egg uses the Morse coordinates of the strike. The multi-shot strikes were also staggered slightly with their timing to create more of a familiar feel to the creeping barrages of the First World War.

+ Cinematic Remaster: The opening cinematics are now fully overhauled, Katy did an incredible job in updating the assets and we worked together to integrate the new assets with extra flair and style. Another technical feature which Tom provided help for was the text to spline renderer. This allowed us to draw morse code moving in arcs and zigzags in 3D space, which will be used in a variety of areas in the project.

+ Ida Remaster/Asset Production: We also noticed that Ida needed higher resolution graphics, since being closer to the camera caused more artefacts to become clear, so Katy remastered that element. She also continued work on the house and finalised the graphics for Kitty, the final character we needed doing for the current build.

+ Putting in elbow grease: With the majority of content constructed, the focus of the project in this last month has been heavily oriented around polish. Small things like adding couriers ferrying supplies to the rail depot, biplanes releasing propaganda on the FLYERS mission and adding drifting slow embers on the final mission. These small refinements help give each stage their own look and feel and really bring up the production level.

With this month marking a year since I started my journey working on the project with the team, I'll be following this video up with a brief reflection on my experience of the project so far, my time with the UKGF and aspirations for MORSE.

Thanks again for checking out the project, I'll be continuing these development videos beyond the UKGF as they're a good reflection point on measure of progress. Stay tuned for more soon.
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JobLeonard
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« Reply #139 on: March 24, 2021, 04:27:43 AM »

That is indeed a lot of progress, good work!
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