Posts Tagged ‘sci fi’

Airknocker is coming!

… and Winter is already there. That’s old, that’s a shitty joke and I’m sorry for that. Please Stay.

Today, let me introduce… “The Gun-Nut”!!

Well, actually, it’s just a AirKnocker and I’m not that sure naming it “The Gun Nut” would help to sell the concept.

AirKnocker_WinThatWar_02

As the name suggests, the AirKnocker is used to attack (and destroy) the air units. Our bombers don’t appreciate that much when they spot them on the ground, right before they disappeared in a puff of smoke.

So, the AirKnocker is a quite light ground unit an it makes it a very mobile vehicle, at least much faster than those lumbering tanks. Hey, no, we’re not judging the tanks, we’re happy to have them in our troups when we need some units to act tough !

Not content with its brand new nuclear fission engine which makes it that swift, the “Gun-Nut” (oh I have to stop with this name…) didn’t choose between wheels or catepillar, it chose both. And did I tell you that it has a 5000miles + autonomy? For sure, it won’t let you down soon.

But let’s go to the part that really interest you. We know it, speed and stuffs, that’s cool, but what you do want is to finally get down with your neighbor’s bombers that invaded your territory! Don’t you? That’s not a problem, our AirKnocker is here for that very reason. Thanks to its full 360° fast rotative cupola, which also lean to aim at the sky right above, assembled on an ultra-fast electric motor, it can deploy all of its four cannons in any direction in less than a second. Pulsed laser, high frequency shots and extremly short reload time… I wonder what you’re waiting for to make it your fav units in WinThatWar!? (Well, the second favorite, I hope Michel will always have the first place).

All of this to tell you that Philemon offer you this Concept Art, and we can’t wait him to make the 3D asset and replace the place holder which is in the game for now.

We wish a merry Christmas to everyone who celebrates it, and happy holidays. Next blog post in 2016!

AirKncocker-preconcept-winthatwar

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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