Production Blog 4
Hello, and welcome to the fourth production blog for The Warfront From Intercepts! I’m Natalie, and I’m going to show you all the amazing work that was finished this sprint. The Warfront From Intercepts is a puzzle, strategy game where the player sifts through papers to find the enemy’s battle strategy. Despite our setback last sprint, we were able to stay on schedule and advance our prototype beyond the main goal of adding deployment. If you would like to hear more about the design process for the game, you can read Justin’s blog.
Last sprint, we had an issue with the paper handling mechanic of the game. Thanks to Mario, we were able to create a working paper handling script very early on in the sprint. This allowed us to add the completed AT Machine and chemical stations to the game. We were also able to complete the unit deployment and the battle logic, making it possible for us to remove the temporary prototype features and complete the core loop of the game.
Level Design
For level designing, Miguel focused on setting up the final map model for unit deployment. He placed the battlefield and territory models on the map. The battlefields are dotted because of the varying heights on the map, which avoids any weird clipping or height adjustments on the battlefields. Justin also worked on chemical riddles that will give hints about which chemical to use for the invisible ink.
Justin Lam
Miguel Antonio Fuentes
Programming
Our programmers did a lot of work this sprint. Mario completed the paper handling, while Bryan worked on the unit deployment and battle logic. These elements allowed us to remove the temporary prototype features. Rodrigo and Mario also worked on the final aspects of the AT Machine, brute-forcing, paper refilling, and Caesar deciphering. Rodrigo was also able to complete the main menu, and add the music that Colby Herbison completed in the last sprint.
Bryan Ramirez
Mario Garcia
Rodrigo Lopez-Patino
Modeling
The modelers mainly focused on creating the backgrounds for the battle simulation. Andrew focused on the port terrain, which involved modeling a cargo ship and cargo crates. Jax worked on the swamp terrain, which he will complete next sprint. This included making swap trees and swamp-like plants. Peter created the desert terrain, requiring a desert mound and plants. Lastly, Sarah worked on the field terrain and needed to model stone wall segments and create plant alphas. Sarah also completed the last main units, the M16 Motor Carriage.
Andrew Olsen
Jax Potmesil
Peter Gahl
Sarah Youngdahl
2D Art
All we needed for 2D art this sprint was menu screens and elements. Peter designed the render for the win and lose screens, while Sarah made the main menu render and the pause menu art. Sarah also made the buttons for the main menu and battlefield UI screens. The text for the screens will be added in unity in a typewriter font.
Peter Gahl - Win Screen | Lose Screen
Sarah Youngdahl - Main Menu | Pause Menu
For this sprint, our team completed 91 points of the 123 assigned. For the next sprint, we will focus on refining the core loop mechanics, fixing any bugs that were created during development, and creating a tutorial so players can learn how to play the game. Watch for future posts about the production and design of The Warfront From Intercepts!
Get The Warfront From Intercepts
The Warfront From Intercepts
Hidden amongst the fake messages are the real plans of the enemy's attack.
Status | In development |
Author | CAGD |
Genre | Strategy, Puzzle, Simulation |
Tags | World War II |
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