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TIGSource ForumsCommunityDevLogsBLEAK - Make millions miserable in the search of profit
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Raptorgeddon
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« Reply #40 on: February 22, 2016, 10:37:38 AM »

Another set of small changes this week, it's mostly sounds, which admittedly is hard to show in this media. The entrance scene has a helicopter sound effect, and the addition of a faux-rotor on the bottom of the screen.



Next up, in between the map selection screen and the main scene is this loading screen, to negate the loading time of the larger scene



 And finally, building tool tips are slowly being implemented.

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Raptorgeddon
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« Reply #41 on: March 01, 2016, 03:13:50 PM »

Slightly larger than usual update today, probably because there's been about a week since the last update.



I've started experimenting with Colour Correction, since a few people have commented that raw from Unity, the game seems very blue, and kinda bright. As it stands, the saturation of everything's been brought down, with the blue channel being lowered a little more. Experimenting with colour grading also produced this monstrosity:





It's now impossible to accidentally select more than one building to place. Previously clicking multiple times would instantiate multiple buildings, and they'd trigger eachother and wouldn't let you place any of them. Not anymore, as this GIF shows.



There's also a new effect on demolition of buildings involving particle systems and downward-sliding buildings. I'm not entirely happy with it, but work'll continue within the following weeks.



The UI on the main screen's also changed, now it exists solely along the bottom of the screen, balancing the screen more and also getting less in the way.
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Raptorgeddon
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« Reply #42 on: March 02, 2016, 03:13:02 PM »

So I was given the USB stick containing the pre-Christmas submission I made for BLEAK.

It's now march so I wanted to show you what two months work means.



It's a large image, so you need to click it to show it in full.

Generally, everything's a little bit more polished. There's more image effects being used, the UI for the most part isn't using placeholder graphics, and the tone of the game's been made grittier through the colour correction.

There's a loading screen in between map selection and the main scene, primarily in order to avoid a period of the game appearing to do nothing whilst it loads a relatively asset heavy scene.
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Raptorgeddon
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« Reply #43 on: March 03, 2016, 03:03:56 PM »

Super small update today, because it's only one evenings work :D



The initial demolition sequence now involves a fleet of shiny yellow bulldozers in front of the enormous crawler!
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Raptorgeddon
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« Reply #44 on: March 15, 2016, 11:27:41 AM »



Work is ongoing on regarding the readability of BLEAK. Newest addition is this thingamajig, a fairly substantial map kindly showing the player the ratios and production chains of all the buildings in BLEAK. Nowhere near as complex as those in Anno, but still valuable and pertinent information.

Also experimenting with adding a UI shadow to break up the shape between the production map and the Context menu.

The next steps for this menu is adding in more information into the small tooltip space, and hooking up the icons to the building list and actually being able to place buildings from there.

Exciting stuff :D
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Raptorgeddon
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« Reply #45 on: April 09, 2016, 03:21:53 PM »

Hey all.

Sorry it's been so sparse lately, had a break for Easter then took a bit longer than expected to get back into the swing of things.

First off, some bad news D:

Bleak's hand-in deadline is in three weeks. That doesn't mean no more Bleak, but probably less for sure.

But brace yourself for crunch time, thing's are about to go down :D

Here's what's been added and changed in the past week:


Some more work's gone into the overall look, tweaking the colour correction and re-enabling HDR really seems to make it pop.


Bunch more building's have been added as finished models, with everything else being filled in as temporary greyboxes. From left to right we have; Endgame Academic housing, Rocketfuel cracker, Midgame Academic Housing and the Chemical research Lab.


The old 1x1 solar panel was just too useful as a spacefiller, so it's been replaced with this bigger tower setup.


context-sensitive warning messages if there's something wrong when placing a building. Current criteria include:

not enough materials
not enough population
Colliding with something
Not enough money


And some more attention's been given to the tooltips on the more important UI. It's a work in progress for sure as I work out the best wording for things. Prisoners are certainly worth more than just saying THIS IS.
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