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Atavism Dev Log 17 – Ornithology Obsession

Update 17: May 31st – June 13th

Two weeks, more progress, as usual. On the personal side of things, I’ve recently beaten God of War – something I enjoyed way more than I initially thought I would and turned into one of the strongest emotional experiences a game has ever given me. I’m immeasurably happy with the reception the public has give it too, both in sales and appreciation for Santa Monica’s hard work. Aside from that, I took a bit of time off from development on Monday to watch E3 with my friends (with whom I still haven’t started that DND game), and I came out the end of it rather satisfied, but anxious for the distant release dates.

On the development side of things, I’ve modeled a giant bird. This week’s post should be fairly short, as I’d rather not talk about the nature of these birds and have little to say on the modelling process, but this also brought to light the issue of whether I should make dev logs over certain things at all. The tribesmen and birds, for instance, are encountered fairly early in the game, so I see them as both a marker for my progress in beginning the development of this game and a marketable point for the piece without delving too deep into it. As I start developing later parts of the game (or just critical parts of it), however, I’ll probably have very little to publicly say about them, requiring a longer-paced style of dev log.

In short, I looked at some other blogs like¬†this one¬†from Lucas Pope (who made Papers, Please) and Nightdive Stuidos’ kickstarter updates, both of which are narrative-focused games and post infrequently to reflect that. I think as I move into later parts of this project, especially after building unique encounters and levels begins, I’ll shed the bi-weekly obligation to preserve the mystery.

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Atavism Dev Log 14 – Parrying and a Demo Level

environment

Update 14: April 18th – May 1st

It’s been a busy fortnight between semester finals and Atavism, but everything is coming out pretty well. My work was generally split into two parts; the first week of which was spent on making a level to show off the Tribesmen for my Gamedev club and the latter week of which was spent implementing some new features. I’ll be talking about these things, a bunch of smaller stuff that got done, and then, as always, about what I’m going to be aiming at doing for next update. Without further ado, let’s get down to it.

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Atavism Dev Log 12 – Attack Process and a New Look

Week 12: March 28 – April 3rd

We are back to the regularly scheduled devlog with a busy week and some good progress. I mull over the art style a little, talk about the current and future state of combat, then mention a few small things I did before talking about what’s coming up next week.

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Status Update: GDC

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“Infinite Schism” by Leilani Bustamante

We Interrupt Your Regularly Scheduled Programming…

Hey folks, it’s Wednesday. This is going to be fairly sparse, but I want to get this out fast to get back to work, so I’ll try to recount what I’ve done recently and show a few pieces of art I’ve enjoyed recently to make it visually interesting.

I’ve been listening to a NieR Tribute Album recently, which isn’t a genre I typically listen to, but it takes a bizarre and super fresh take to what is probably one of the best soundtracks of last decade. Anyway, onto the blog.

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Atavism Dev Log 11 – Tribesman Combat AI Progress

AI KInda

Week 11: March 15-21

It’s still Wednesday somewhere in the world, which means it’s time to share what I did over the past 7 days – this time from a hotel in San Francisco. I talk a little about the AI’s current capabilities and what I hope to accomplish next.

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Atavism Dev Log 9 – Tribal Animations

Week 9: March 1-7

Thus begins the task of implementing the enemy. Most of the talk is my plan while the webm’s do the real heavy-lifting if you just want to see some progress. I can also confirm this is a Wednesday blog now.