September 26, 2012

Sprint 8 Summary: Maps!

Hello once again!

We've been hard at work over these past two weeks, so it's time for an update! Here's the latest:
  • After a list of delays, the field editor is finally functional! It doesn't have a very long list of features yet, but it is working and we have already made a few cool maps with it to test out.
  • We've begun work on the parts system; soon players will be able to customize their tank's parts and performance to match their play style!
  • We've begun revising the collision detection a bit to make it more compatible with the scripting system that will be coming soon.
  • As always there have been a few bug fixes and a few tweaks to the code as well.
  • The art has exploded! With four artists we've been getting new fun art assets and concepts on a daily basis. I thought we had gotten a lot during sprint 7 but the artists have definitely outdone themselves this sprint. Look for more art to be over on the media pages soon!
  • We've begun the transfer from place-holders to actual art assets: new background tiles courtesy of Jess have made their way into the game along with the unleashing of the field editor. They really bring out a new pizazz to the fields!
  • We've updated our issue tracking system so that programmers and beta testers can now report bugs, crashes and issues much easier and be able to see issues created and resolved by others.
That's about it for this sprint! In sprint 9 we look forward to more robust parts customization, tanks with custom stats, the beginings of the scripting system and of course having much more fun!

Well that's all this time,
--Donald Bush

September 12, 2012

Sprint 7 Summary: Art!

Hello Everyone!

It has been two weeks (already!) so it's time for another update on what we've been up to. Here's the low down for this sprint:

  • We added some (more) new members to the team, check them out over on the Uber-Crew page. 
  • Work has progressed on the field editor. We hit a few snags and had to do a lot of revision to get it working, but it is nearly done. 
  • We have lots of background tiles to play with now, and as soon as the editor is done we'll be able to see them in all their glory.
  • Of special interest this sprint is the art, we've been getting a lot of fun and excellent art from the artists ranging from concept art to logos to sprites and everything in between. With some luck we should start seeing more art being added to the website in the near future!
  • Tanks have drift! We've been working on some of the physics used in the game and now tanks can drift (a little). We hope to use this in the future to simulate special ground types such as ice or sand. 
  • We have a following! The blog broke the 1000 hits mark this sprint! (In just two months)
That seems to be the biggest chunk of the new stuff this time. During sprint 8 we hope to have some of the early art in the game, finish the field editor, revise the collision detection a bit, and start working on customizable parts for the tanks themselves.


As a special treat; check out some of the latest from our artists:

Tiles


Tanks


Concept