Previous Post: http://zphillipsgames.com/2020/01/31/guilded-week-2/ We fixed a lot of issues from last week, and it went a whole lot smoother. Designer work was planned out nicely once I sat down and made sure all the designers had work to do. I had handed off a lot of documentation the work to various designers, and they seemed … Continue reading Guilded – Week 3
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Previous Post: http://zphillipsgames.com/2020/01/26/ezpz-branching-dialogue-week-1/ This Week's Snapshot: What's New: Added an object field for the user to put in the branching dialogue tree they want to edit. Custom nodes can be created (Start, Dialogue, End). They don't have functionally yet but they display and work differently in code. Saving works between instances of the editor, everything … Continue reading EZPZ Branching Dialogue – Week 2
Previous Post: http://zphillipsgames.com/2020/01/24/guilded-week-1/ Another week, another State of the Game! This week we were a little off, work was slow to get in and as such nothing major really happened. I took over sprint planning for the designers, and that didn't go as well as I thought it would. At the product backlog meeting earlier … Continue reading Guilded – Week 2
What is the EZPZ Branching Dialogue Tool? Branching dialogue has always been really interesting to me. In game especially, I think it can really help to add a ton of personality or depth to a character. So, I decided to make my own tool to help facilitate this! I'm putting this tool under the EZPZ … Continue reading EZPZ Branching Dialogue – Week 1
Last semester I worked on a game called Guilded. With 4 other team members, we made a procedurally generated fantasy sim where you play as the leader of an adventurer's guild. It's your role to recruit adventurers to your guild and send them out on quests, accounting for the personalities, quirks, and opinions of your … Continue reading Guilded – Week 1
For one of my Advanced Seminar classes my professor brought up an interesting discussion. Why to Season/Battle passes work so well? I think the design of battle passes is popular more for psychological reasons than gameplay reasons. When I think of battle passes in a game, I think of new, better content. Even if it's … Continue reading Thoughts on Season Passes and Battle Passes
For my final research project for the class Artificial Intelligence for Games, I decided to look at how an AI would handle jumping, a subsection of steering behaviors. I created a tech demo for explanation purposes, with a video of it later in this post. If you would like to download and run the demo … Continue reading AI Jumping: Research Project
Previous Post: http://zphillipsgames.com/2019/04/18/production-week-11-12/ This week I remade the basic level for the game. We had been using the same level since the start of the game, and it was time for an upgrade. I wanted to make sure the player felt like they were in a large, snowy mountain range. I used a combination of … Continue reading Production 2: Week 13
Previous Post: http://zphillipsgames.com/2019/04/04/production-2-week-10/ So, unfortunately, my snowball making tool didn't pan out. I wanted to be able to add art prefabs and custom scripts by using enumerators, but since a Unity Window isn't an object, I couldn't get the required files unless they were in the Resources folder, which would mean reworking the entire work … Continue reading Production 2: Week 11-12
Previous Post: http://zphillipsgames.com/2019/03/27/production-2-week-9/ I've started work on my Snowball Making tool! My goal for the final version of this tool will be a quick, condensed window which will allow my fellow developers to easily make a snowball. They will be able to name the snowball, add the relevant art prefab, and choose different effects for … Continue reading Production 2: Week 10