So after another two quick sprints we've arrived at Milestone #2. In the past few weeks we've made leaps and bounds in all aspects of art, design, and tech. Take a quick look below at the latest footage to see all of the player's abilities in-game.
My name is Elliot Hudson, and I'm the Programmer for our team. After a successful first Milestone, Luke (our trusty Project Manager) has asked me share with you a bit of the magic behind the curtain. We're doing a lot of cool things tech-wise with Remnant, in order to achieve our goal of epic space combat and heavy narrative focus, and I'll cover a lot of those topics here in the blog as production continues. Today I'm going to talk specifically about the toolset used by our designers to implement scripted events and missions. These tools will be familiar to anyone who has used a development kit like Hammer or the Unreal Development Kit (UDK), and it was a fun challenge to create these tools from the ground up for Remnant.
Here's a quick rundown of the current suite of tools, keeping in mind that we are constantly adding more as production continues:
Triggers are the cornerstone of scripted events, and were the first "tool" implemented. Our Triggers can make any number of things happen. They can turn things on or turn them off. Triggers can be activated when the Player enters their radius (the green circle), or when they leave that radius. Triggers can also be set to activate if entities other than the Player enter them (such as hapless NPCs or Enemies). Triggers are simply using Unity's built in collision functions (in the example below, the trigger is using a Sphere Collider to define its area), with some custom code to filter collisions and dispatch custom events.
So after three quick sprints we've already arrived at M1, a milestone set for the teams to show that their on the right path of development. Our in-house mentors are checking to see that we're on schedule and that the game we've designed and tasked out is within our scope.
So where does that leave us, Team Foundry?
As the project manager I can say with confidence that we hit this milestone with flying colours.
When we sat down at the beginning of production three weeks ago and set out to implement several of our key features:
- Implementing the first three tiered weapon abilities (Cannons, EMP, Missile System)
- Implementing the Drone Command Tagger
- Designing and implementing the Enemy A.I. Base as well as implementing the Enemy Fighter
- Whiteboxing and designing the 2nd level of the single player campaign
- Implementing the Tactical Map
- Designing and producing the art for the in-game HUD, Tactical Map, Particles for each weapon system, celestial objects, the list goes on
Check out the video below to see how far the game has come.
Also tomorrow we will begin the long awaited interviews.
HEY! MEET THE TEAM!
From left to right, Elliot Hudson - the programmer, Luke Takeuchi - the project manager, Ryan Jones - the systems and narrative designer, Waylon Snedker - the artist, and Lance Mueller - the mission designer.
Together we are Team Foundry; a group of students currently attending the Vancouver Film School's (VFS) Game Design program. Ranging from across Canada, we are a highly dedicated team with a vast background of specializations to pull from. Having formed the team four months ago, we began the pre-production process early, developing several possible game concepts for our final project at VFS. After two months of deliberation and brainstorming the team unanimously decided upon Remnant, believing it has the greatest potential in terms of gameplay, the player experience, and showcasing each team member's skills.
Currently we are entering our fifth term at VFS, beginning production on Remnant. From October 24 until the end of January, we have approximately 12 weeks to design, develop and deliver a finished product to present to industry.
Over next few weeks we'll be releasing bios for each member of the team behind Remnant so you can meet the minds behind the game and how it's being made.
Thanks for visiting,
- Team Foundry.
P.S. None of us really look like that.