Posts Tagged ‘dev’

Roadmap little changes

Hi people!

It’s been a long time I haven’t wrote anything on this blog. That’s why I take advantage of this post-return of summer holidays break to bring you some general news.

From movie the mummy found on tumblr

So! Insane Unity is doing well. Doom is still working on his network stack (which has quite progressed), and Philemon get back to a concept arts phase (which are also in a good way). Also… our two trainees abandoned us last week (sob).

Anyway, we’re still looking for financing and that takes a lot of time, but we’re doing our best to stick to our roadmap at the same time. And as you’ll see below, that was not as effective as we expected. Let’s see what we forecast for September:

  • HUD (tactical information)
  • Tutorial
  • Multiplayer over the Internet
  • Gameplay-guided music

Hum. Well, the HUD is functional, as you may already know if you receive our newsletter, but we’re waiting for Philemon to find a moment to draw some pretty strategy icons miniatures before we let you test it.

About the tutorial, we’re waiting to finish fixing every single interface issues. But, here is the point: Since I had loads of administrative tasks to handle these months, I barely made progress on the interface. Maybe I should buy a tie (just kidding). Even though, I found some times to work on the AI, and that’s the good news. Be patient, I’ll wrote a  post about that later.

Multiplayer over the Internet mode is working! Here is another good news, right? At least, one of us is doing his job, here: Doom. The connecting time between two players is just melting like an icecube on the top of an uranium battery, and the stack is getting stronger and  more and more efficient. Maybe Doom will also write a post about this in a couple weeks.

Last but not least, about the gameplay-guided music, we just have to integrate in the engine the loops CiD produced on Wwise.

I think I’ve nothing else to add. I just wanted to be honest with you and confess my mea culpa before sneakily going to modify the roadmap on WinThatWar! website.

Bye everyone, and thanks again for all your support.

Etham

Easter bugs hunt

This air unit has some issue to fly. It's a bit shaking up there.

This air unit has some issue to fly. It’s a bit shaking up there.

Two newcomers

If you’re following us on social medias or if you subscribed to our newsletter, you may know that Insane Unity team has slightly grown during the last months. That’s why we move in a new office a couple of weeks ago.

These some additional square meters were actually necessary, since we welcomed two trainees in addition of the four employees we already were.  Kevin and Yannick respectively joined us in early February and early March and they’re helping with the game development, including integration of the new units and buildings. And sometimes, these integrations are a bit…unpredictables.

Not an easter-egg, just some unmanageable units

grosbomberweb3An easter-egg in a video game, if some of you need a reminder, is an hidden  feature…which often has no more ambition than to troll the player, and which sometimes may looks like a “bug”. GTA or Half-Life addicts, for example, are used to it.

The following gifs could have been some easter-eggs, but they’re not. They’re not some jokes we put into Win That War! These are only integration failed first tries. Don’t worry, it’s all fixed now and you could enjoy this new units in the next alpha release.

Anyway, we thought that our dev-blog might also be used to show you some tests states, and the necessary  mistakes which come with it. That’s why, today, we wanted to share the backstage with you.

 

The artillery decides that today it wants to be a spin top.

The artillery decides that today it wants to be a spin top.

Another spin top issue. This  bomber is going to feel sick soon.

Another spin top issue. This bomber is going to feel sick soon.

Here you can see an average sized turret. Then a giant sized turret ghost appears.

Here you can see an average sized turret. Then a giant sized turret ghost appears.

 

 

 

 

 

 

At your service – The user experience

Insane User Experience

Hello everyone!

Looking at this blog posts, we can easily realize we write a lot about programming, but not that much about game-design. One facet of the game-design consists in thinking the user interface (UI). But writing about UI these days is so outdated! Now, people talks about UX, and UX only. Actually, it’s about the user global experience of the game. We can find lots of theories and recommendations all over the Internet.

Factory build queue
Factory build queue

The insane UX process

I have a practical approach about it :

  1. I reasonably code the UI. I want it convenient, plain and understandable.
  2. I test it, you test it,
  3. I improve it.
  4. And so on. Back to step 2.
Energy and Sharp Crysal gauges
Energy and Sharp Crysal gauges

 

The best feedbacks we had so far were from players who tested the game during some fairs (Stunfest, Utopiales)…even if it often makes us start all over again.

Our approach of the Win That War! UI

Why should you have to double-click while a simple click is enough? Why should you have to move the mouse till the very bottom of your screen while the menu could come up in its middle? UI is all about giving the player a nice experience,  that’s why I try to remain faithful to those principles :

  • every clickable component (no matter if 2D or 3D) has to react on mouse-over
  • every change in the game has to be visually and easily identifiable…
  • …and every visual change has to be the exact reflection of the simulation (damages, building progression, etc.)
  • at one time, necessary information only have to be showed up depending of the situation
  • in order not to penalize the player, the action has to be restricted ( ONE click, ONE button, ONE mouse-move…)
  • the more common is an operation, the more it has to be simple to execute.
  • for every action, we’ve integrated visual and sound feedback to easily inform the player that this action was taken into consideration.

Well, well, well…written like this, it may sounds really easy to do, but actually it requires a lot of work…

Feedbacks building tank traps
Feedbacks building tank traps

Since my latest post about UI, we worked on the conception of a brand new animated SVG-based panel. The UI is entirely javascript-coded.  And I’m using only 3 external libraries :

Jquery (I mean…How I’m supposed to do without it?)

requirejs (To fill Javascript major gaps)

snap (To easily manipulate the SVG)

 

 

 

The new alpha version of Win That War! will be released soon, so you could test it and send us your feedbacks. Then “back to step 2”

Brand new generators

Let’s end the week (and the month) smoothly, and with some pictures. Philemon worked his fingers to the bones this month, and after the air units, we now can show you some of the buildings that will be integrated in the future. So, we have a lot of pretty things to show you, and today our brand new generator is in the spotlight.

Once upon a time : Tesla

Concept generator 2 Insane UnityAs every creation, this generator was born of a mix between some selected references and our artist’s imagination. This time, he kind of felt in love with a nice monument which quite inspired him.

If you’re a geek-person, or if you have an inquiring mind (even if you’re an electricity specialist or if you are well up in general knowledge…it’s ok, no judgement) you might already have heard the name of Nikola Tesla. Tesla was a great scientist and an very creative man. He is behind many discoveries and innovations in the wide world of electric energy.  But Hey, nor you nor us are on here for a History class, and you probably could find loads of information about that dear Nikola all over the Internet.

Well, why are we writing about that ? Actually, because the Las Vegas “Tesla fountain” commemorative monument was the main reference used by Philemon to design the Generator. You can take a look here and here. You might well notice some elements you’ll also find on the illustrations below.

And there was the Generator

Concept Generator Insane Unity
As you can imagine, our generator is used to…generate energy.  As a power (or nuclear) station, once built, this building produces energy that will be used by your other buildings and units. However, be careful not to overuse its power, otherwise BOOM !

3D generator Insane Unity

Wait…we didn’t noticed him, but Michel (our robot-engineer) is on this screenshot. You, little scamp!

Have a nice weekend.

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