Monday, April 30, 2012

Streaming Goodness

Greetings programs!
  As you may have (hopefully!) noticed, we now have a streaming feed on the right side-bar.  I, Panda, will attempt to stream -something- every night around 9pm EST.  I cannot guarantee that it will be 100% game development, since I need to do.... research?  Yes let's go with research.  I may be playing video games for research!
  I hope you guys enjoy this new feature, we here at Pan X Studios are very very excited to be able to bring you live feeds of our video game development!  Please don't hesitate to drop a comment if you have any questions or ideas about how we can improve your experience with us.
  You may have already guessed, but there's no real update on the game itself, we sort of got giddy with integrating this Livestream and gave it our focus.  Now that it's all taken care of, we can hopefully dig back into the development (with you guys tagging along, with any luck!).
-Panda out

Wednesday, April 25, 2012

Tentative Steps

  We are "dipping our feet" back into the water, as they say.  I spent an hour last night working soley with our character's feet (primarily the right foot).  Why, you might ask?  Well it's simple, the foot hates me.  Seriously though, the feet are distorting the more we play with our animation so i'm focusing on fine tuning that before I can move forward on creating that long list of animations.
  My super awesome programmer, X, is back from haitus and taking his baby steps getting back into the swing of things as well.  His words to me yesterday were as follows: "I'm changing a lot of things and when you look at how they effect the game, you will say.... Nothing has changed, and that's sad".  I know he secretly works hard though, so I don't pick on him as much as his imaginary version of me does.
-Panda out

Monday, April 23, 2012

The Daily Grind

  And we're back! 
  Animation and coding drudge slowly forwards, our team is getting burned out (remember my last post? haha).  We took a couple days off and are now back digging into the program.  I don't have much to share with you guys other than saying stuff like "working a full-time job and working on the game full time is rough" but that comes across as whiny, so we'll just skip that nonsense!
  We've had some pretty good feed-back recently about ideas for what should be in the game to spice it up, but we always look forward to more of these types of comments.  Being hardcore gamers ourselves, we know what we enjoy seeing in a video game, but it's always nice to get some outside perspective.  However please keep in mind that zombies will die.  It's just how things work.  You have to decapitate a few zombies to make some kind of zombie...omelet.... monstrosity.... I think I just grossed myself out.
-Panda out

Wednesday, April 18, 2012

Forward momentum

  We soldier on!  It would seem that walking backwards is not the same as walking forwards, who knew?  I'm keeping myself busy trying to nail down this animation.
  A quick run down for you guys: before we can integrate movement for our character, we're trying to get the following animation cycles completed: Walking, running, strafing, jumping, idle, laying.  It's not very many animations, but you may have noticed I put "walking" as one thing, yet I also have to do forwards/ backwards as two separate cycles, doubling the work load.
  With any luck this will only be keeping me busy for the month, with no un-foreseen set-backs (crosses his fingers).
  X has told me that his code is giving him trouble and he's going back to re-work some of the things he thought he'd finished.  I got worried when he almost took my advice to "use a hammer" seriously...  Maybe it's time for a break?  Probably not though, there's too much to do and zombies to kill!
-Panda Out

Tuesday, April 17, 2012

Animation

  Okay here's the scoop.  Animation continues at a pretty okay pace.  Our character can now walk forwards pretty well.  She rolls her bare-feet and adjusts her hips as she's walking so it looks a little more natural.  Our next step is going to be arms swinging and shoulder rotation! Woo!
  We're getting very excited, once we nail down how to animate, it's going to make our lives a lot easier going forward.
  The programming is coming along pretty well from what I can tell (I can't give you TOO much info, since math and myself aren't currently on speaking terms.)  I can tell you that we here an PanX Studios would like to give mad props to the guys over at 3D Buzz for all their tutorials on Unity and Programming for Unity.  Without some video guidelines, we'd still be working on how to create a landscape or something, haha.

Thursday, April 12, 2012

Hey gang!
  We've had a couple of interesting few days, let me tell you (and I will!).  We've completely dropped an animation model for a new one and have had incredible progress.  We're a few short steps away from our character being able to take HER first short steps.
  Thanks to the people over at Blendswap and Turbosquid, we have a huge array of assets to throw into our game. Also, for anyone interested in using Blender or just animating in general, I highly recommend Jjannaway3D's video over at youtube.  I can't even begin to explain how much progress we've made in the last couple of nights due to that video.
  Right now I'm struggling to keep throwing these updates out there as work continues to run my life haha, but the important thing for you to know is that the game continues!
-Panda out

Monday, April 9, 2012

  I have been informed that we currently are able to network our game!  I guess this is the landmark day where our game officially becomes a "multi-player" game.  That's pretty outstanding here.
  Oddly enough I seem to have swapped roles with X.  I am struggling to make any progress with this animation whilst he is knocking out some primary code relating to in-game physics and simultaneously giving us networking capabilities.
  For those of you whose curiosity was peaked by the word "physics", let me break it down for you.  Literally, zombies breaking things: doors, walls, YOU!  Right now the possibilities are endless.  Look forward to it
-Panda
 

Sunday, April 8, 2012

  Hey Gang,
  We made some pretty sweeping progress last night! We managed to rig and bone a character for animation and get her moving, now it's just a matter of making her actually walk instead of goose-stepping.
  X found an open source game and found out that other people are having the same camera problems as us, so probably nothing new to report on the programming front for while. (those of us that couldn't program to save our lives just heaved a great sigh of relief!)
  I'll give you the heads up that once we get some basic animations down, we're going to slap a gun in her hand and start hashing out the combat system. I probably don't need to tell you that we here at PanX Studios are looking forward to that with much excitement! More updates to follow,
-Panda OUT

Friday, April 6, 2012

Thanks to www.networkedblogs.com we can now push updates to facebook.  Thanks guys!
  We made some decent headway last night.  Tortoise SVN decided to delete a lot of my Assets I had integrated, so after throwing a fit, I got them back into game.  X has been struggling with a bug with Unity's game camera, but I'm confident we'll get things resolved.
  We now have a couple of houses in Level_1 that are complete with colliders, so... Our character can't just walk through walls... That's a plus!
-Panda OUT
No pictures yet guys, but we have started a facebook for our productions!  Check us out at http://www.facebook.com/PanXStudios.

Thursday, April 5, 2012

First Post!

  But seriously people.  Today marks the first day we have decided to start blogging about our game's development!
  What does that mean for you?  Well!  Real time updates as we get this bad boy moving, obviously!
  Introductions should probably be the first thing, I'm panda (pan!) and X is my mysterious (and incredibly shy) programmer!  Together we're going to be bringing you the next cutting edge zombie apocalypse game.
  Granted this field has been beaten more times than a dead horse, but we've got some ideas that will, hopefully, leave you guys craving what we view as the most over-looked and desirable features that have gone missed by every major zombie game out there.
  While I cannot give you a complete run down of what we're going to offer (spoilers!), I can let you know that you can expect some serious forward momentum.  We've put about 80+ hours into this game and we're only a couple weeks into development!
  Anyway,  I don't wanna bore you with a huge post, so we'll try to get some footage or shots of the game to keep you guys interested.

  Until next time,
Panda OUT