The following are screen shots of the human models I had created while away from the blog. These are all of the models for the pre constructed human deck, which means that humans will finally be a playable race!
My next task is to texture all of the current models before moving on to more modeling. These are all easy models, so it will just be time consuming to make them all their own.
Take a gander!
The only model not shown for the human deck is the missile which I posted earlier.
What else have we been up to during this time?
Well the programmer is hard at work making the game multi player so we can play against each other and experience the game together. We decided to not do any gui related things until the next update of Unity so I can help more and get things set up quicker.
We also have programmed many of the Upgrade cards and trap cards.
I'll keep you posted as more progress can be shown!
Saturday, June 21, 2014
Monday, April 21, 2014
More models and a quick update on programming.
Due to Easter I thought I wouldn't be able to get much done, but I actually had more time on my hands than expected. So I was able to do several more models. I am actually 1 model away from finishing the Machine pre-constructed deck. Once I complete that model I'll move on to the Human pre-constructed deck.
Mind you, this is just the first pass of these models. I plan to add more detail and of course texture them. For now this is the basic look of the various models to give an idea of what they will be like in game. This does not reflect the final look!
Well, without further delay, here is some art!
Forge Sphere
Giver
Junk Ship
Mass Driver
Mech Cruiser
Wreak Delver
As for programming, we can now make decks assign cards. Saving the decks and the game is also now available. We are moving onto the Sector mode. This is basically the first part of the game in which you can move your Flotilla about the battle field. In the Sector view you can also drop traps, draw cards, discard for resources, play vessels, enter into battle and warp. This is the main phase of the game so a lot is to come and we feel it will be easy going through this phase.
Lets not also forget we need to program each individual card to have it do its specific, unique ability. Its a long road ahead, but we feel its going to be smooth sailings for a little while.
Check in next week to see the progress!
Mind you, this is just the first pass of these models. I plan to add more detail and of course texture them. For now this is the basic look of the various models to give an idea of what they will be like in game. This does not reflect the final look!
Well, without further delay, here is some art!
Assembly Drone
Giver
Junk Ship
Mass Driver
Mech Cruiser
Wreak Delver
As for programming, we can now make decks assign cards. Saving the decks and the game is also now available. We are moving onto the Sector mode. This is basically the first part of the game in which you can move your Flotilla about the battle field. In the Sector view you can also drop traps, draw cards, discard for resources, play vessels, enter into battle and warp. This is the main phase of the game so a lot is to come and we feel it will be easy going through this phase.
Lets not also forget we need to program each individual card to have it do its specific, unique ability. Its a long road ahead, but we feel its going to be smooth sailings for a little while.
Check in next week to see the progress!
Wednesday, April 9, 2014
Models and models and serializing!
Hello every one!
I appologise for the delay. I have been trying to keep this updated weekly or at least bi-weekly depending on how much visuals get done. However we have ran into a bit of a road block, but that should be over with now!
I'll start off with explaining that bump in the road. In order to create pre constructed decks for the players to test and play with we needed to first create a serializer for the decks and anything else that required saving. This game required a slightly different serializer than the one Unity provides and our programmer was having a few issues trying to solve the problem. No worries though, we have fixed it and are back on track. Soon we will have decks to play with and we can begin testing the digital version very soon.
Now the only thing thats holding us up is me! haha
I am currently the only artist on the team and thus I have to model over 100 unique vessels for the various cards. Along with that I need to construct card lay outs too. The lay outs won't be that difficult, especially since we only need place holders for the time being. Its the models that are holding us up. I am diligently working on creating as many models as possible as fast as possible and not compromising the quality. So with out further delay lets take a gander at what I have created thus far!
All of the following models are for the Machine faction. They are going to be some of the various vessels used within the game.
Sorry for the delay, but I hope it was worth it. Lots done and lots to do so off I go to model some more!
Thank you for reading and please share!
Lastly, I am always looking for help, so if you are interested just let me know on either Facebook @ https://www.facebook.com/FleetCalamity or twitter @halfheartgames
I appologise for the delay. I have been trying to keep this updated weekly or at least bi-weekly depending on how much visuals get done. However we have ran into a bit of a road block, but that should be over with now!
I'll start off with explaining that bump in the road. In order to create pre constructed decks for the players to test and play with we needed to first create a serializer for the decks and anything else that required saving. This game required a slightly different serializer than the one Unity provides and our programmer was having a few issues trying to solve the problem. No worries though, we have fixed it and are back on track. Soon we will have decks to play with and we can begin testing the digital version very soon.
Now the only thing thats holding us up is me! haha
I am currently the only artist on the team and thus I have to model over 100 unique vessels for the various cards. Along with that I need to construct card lay outs too. The lay outs won't be that difficult, especially since we only need place holders for the time being. Its the models that are holding us up. I am diligently working on creating as many models as possible as fast as possible and not compromising the quality. So with out further delay lets take a gander at what I have created thus far!
All of the following models are for the Machine faction. They are going to be some of the various vessels used within the game.
Sorry for the delay, but I hope it was worth it. Lots done and lots to do so off I go to model some more!
Thank you for reading and please share!
Lastly, I am always looking for help, so if you are interested just let me know on either Facebook @ https://www.facebook.com/FleetCalamity or twitter @halfheartgames
Saturday, March 15, 2014
Programming
Hello every one!
I'm sorry about the delay on this post. A lot has been happening on my end, such as getting a git to work, making cards in unity and creating the first digital version of the game.
To start off the programmer has created a somewhat playable version of the game. Obviously it is missing a lot, but as a starting point I feel its great. In just a few hours he made cards be able to shuffle, draw the appropriate amount and discard. He also got the flotilla to set up and move about the sector map. Here are some quick screen captures of what it looks like right now.
In the one above I am placing my flotilla ships. Currently they are just blocks. We will put in the models later.
Here we have the cards on the bottom. The ones shown are blank templates as the cards made aren't yet put into the deck.
Clearly these images don't reflect the final result. These are very early images of only a couple of hours of work.
The main reason this all took so long to even get started was getting the git to work. A git, for those who don't know, is a place where the various people on a project and push and pull updates to the project. This helps with version control so no one steps on each others toes.
This git was our first, so setting it up took longer than it should have. The instructions for them were not the best either and I eventually had to get help from some friends at work. But finally we got it working and we can update each other on the various changes we make.
Right now I'm working on entering all the information of all the cards into the unity. The programmer is working on getting all the basic functionality to work, such as gaining resources, using the pre constructed decks, changing turns, and much much more.
We hope that things will move much smoother with both of us being able to adjust the project.
Well, back to work for me! I hope you enjoyed the update.
Remember, I'm always looking for help, so if you want to give a hand leave a comment or find me on Facebook or twitter.
https://www.facebook.com/FleetCalamity
@HalfHeartGames
I'm sorry about the delay on this post. A lot has been happening on my end, such as getting a git to work, making cards in unity and creating the first digital version of the game.
To start off the programmer has created a somewhat playable version of the game. Obviously it is missing a lot, but as a starting point I feel its great. In just a few hours he made cards be able to shuffle, draw the appropriate amount and discard. He also got the flotilla to set up and move about the sector map. Here are some quick screen captures of what it looks like right now.
In the one above I am placing my flotilla ships. Currently they are just blocks. We will put in the models later.
Here we have the cards on the bottom. The ones shown are blank templates as the cards made aren't yet put into the deck.
The main reason this all took so long to even get started was getting the git to work. A git, for those who don't know, is a place where the various people on a project and push and pull updates to the project. This helps with version control so no one steps on each others toes.
This git was our first, so setting it up took longer than it should have. The instructions for them were not the best either and I eventually had to get help from some friends at work. But finally we got it working and we can update each other on the various changes we make.
Right now I'm working on entering all the information of all the cards into the unity. The programmer is working on getting all the basic functionality to work, such as gaining resources, using the pre constructed decks, changing turns, and much much more.
We hope that things will move much smoother with both of us being able to adjust the project.
Well, back to work for me! I hope you enjoyed the update.
Remember, I'm always looking for help, so if you want to give a hand leave a comment or find me on Facebook or twitter.
https://www.facebook.com/FleetCalamity
@HalfHeartGames
Sunday, February 23, 2014
Quick update
This is just a quick update to show what I've been doing since last week.
I didn't get as much time as I hoped, but I did get to model a few ships. These models would be the avatars for the cards. Once you enter a battle your vessel cards would be represented with these models, kind of like an avatar.
The first one is the Missile. It is a human card and has the unique ability to damage everything around it, rather than in a straight line.
The next card is called 'Scout'. it is a machine card which can move 2 spaces, rather than just one while in battle.
Finally, this is the most undone of the group. It is called 'Mobile Scrap'. Its best used to sacrifice and improve the power of another card. On its own its fairly weak.
Lastly, I can always use more help in creating this game. If you, or some one you know is interested in programming, texturing, modeling or otherwise helping please let me know. You can e-mail me here: Matthew@hagenarts.com
Sorry for such a quick update, but I gotta get back to modeling. More updates next weekend!
I didn't get as much time as I hoped, but I did get to model a few ships. These models would be the avatars for the cards. Once you enter a battle your vessel cards would be represented with these models, kind of like an avatar.
The first one is the Missile. It is a human card and has the unique ability to damage everything around it, rather than in a straight line.
The next card is called 'Scout'. it is a machine card which can move 2 spaces, rather than just one while in battle.
Finally, this is the most undone of the group. It is called 'Mobile Scrap'. Its best used to sacrifice and improve the power of another card. On its own its fairly weak.
Lastly, I can always use more help in creating this game. If you, or some one you know is interested in programming, texturing, modeling or otherwise helping please let me know. You can e-mail me here: Matthew@hagenarts.com
Sorry for such a quick update, but I gotta get back to modeling. More updates next weekend!
Saturday, February 15, 2014
Machine flotilla
Its been a slow stretch lately, when it comes to visuals. I mostly have been making tweaks to the game so it flows smoother, looking into making a S-corp, as well as Finding Programmers and other artists. I also am finding ways to implement Flotilla attacks, but haven't found the best answer.
To clarify, the issue with the flotilla not attacking is that if two players are in battle, but no one has any vessels, or just one doesn't have any vessels, then how can you defend yourself? Since you cant deploy more vessels in a flotilla that is in battle you still need means to attack, until you can get some kind of upgrade or trap. The new implementation will allow flotilla to do something, but right now we aren't sure what it should do. We want to make each flotilla within each faction to do something different.
For example, Humans may shoot with their battle ship, draw cards with their resource ship and civilian ship. On the other hand Machines can deploy a 1/1 vessel with their civilian ship, shoot with their battleship and draw with their resource ship.
Obviously that is just an example and doesn't reflect our final decision, as we have not come up with an answer.
Once we figure that out it will make battles more engaging for the player, as they will always have multiple choices to choose from, while also not feeling overly weak.
What about finding programmers and Artists?
First off, I have been talking to various people and trying to get them to help out. I put a wanted ad on reddit and found two awesome guys. Both are programmers and expressed interest in helping the game reach its next stage in development. If all goes well we will have a playable version on our computers very shortly. More on this to come.
I also have talked to a few artists and asked if they would help out. Most of them declined as they currently have no stable jobs or are swamped with work. Since I can't pay them it would be crazy to assume they would just jump on board only because they liked the game idea. I have, however, found some people to do various things from modeling, texturing and particles. The thing they must first do, before helping me, is learn to use Blender, which is the 3D program I use to model all my stuff. It is a free program, for those of you who don't know it. It also, kicks ass. 3DS Max and Maya have nothing on blender, and the fact that blender is free already makes the idea of using any other program nearly unthinkable.
Lastly, I have been modeling a bunch so I could have something to show every one. The following are the Flotilla for the Machine faction.

Above is the Battle ship, which as has been shown prior. I just wanted to include it with the rest of the flotilla.

This is the Resource ship. The idea behind this ship was that a piece of the back part would slide back and forth on the rails. That would allow the machines to fix specific parts of the broken down ship.

Finally we have the Civilian ship. This holds the largest population of the machines.

As for whats to come, I plan on modeling several of the vessels for both the machine and Humans, so expect a Model dump in the near future.
Thanks for reading and I hope you look forward to the next post.
To clarify, the issue with the flotilla not attacking is that if two players are in battle, but no one has any vessels, or just one doesn't have any vessels, then how can you defend yourself? Since you cant deploy more vessels in a flotilla that is in battle you still need means to attack, until you can get some kind of upgrade or trap. The new implementation will allow flotilla to do something, but right now we aren't sure what it should do. We want to make each flotilla within each faction to do something different.
For example, Humans may shoot with their battle ship, draw cards with their resource ship and civilian ship. On the other hand Machines can deploy a 1/1 vessel with their civilian ship, shoot with their battleship and draw with their resource ship.
Obviously that is just an example and doesn't reflect our final decision, as we have not come up with an answer.
Once we figure that out it will make battles more engaging for the player, as they will always have multiple choices to choose from, while also not feeling overly weak.
What about finding programmers and Artists?
First off, I have been talking to various people and trying to get them to help out. I put a wanted ad on reddit and found two awesome guys. Both are programmers and expressed interest in helping the game reach its next stage in development. If all goes well we will have a playable version on our computers very shortly. More on this to come.
I also have talked to a few artists and asked if they would help out. Most of them declined as they currently have no stable jobs or are swamped with work. Since I can't pay them it would be crazy to assume they would just jump on board only because they liked the game idea. I have, however, found some people to do various things from modeling, texturing and particles. The thing they must first do, before helping me, is learn to use Blender, which is the 3D program I use to model all my stuff. It is a free program, for those of you who don't know it. It also, kicks ass. 3DS Max and Maya have nothing on blender, and the fact that blender is free already makes the idea of using any other program nearly unthinkable.
Lastly, I have been modeling a bunch so I could have something to show every one. The following are the Flotilla for the Machine faction.
Above is the Battle ship, which as has been shown prior. I just wanted to include it with the rest of the flotilla.
This is the Resource ship. The idea behind this ship was that a piece of the back part would slide back and forth on the rails. That would allow the machines to fix specific parts of the broken down ship.
Finally we have the Civilian ship. This holds the largest population of the machines.
As for whats to come, I plan on modeling several of the vessels for both the machine and Humans, so expect a Model dump in the near future.
Thanks for reading and I hope you look forward to the next post.
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