And here we go again! Work has begun in earnest on WLNA after getting everyone caught up to speed. After a few meetings and much discussion, we've got a decent direction we're heading in. There are plans in place for a much more refined UI, multiple factions with their own quirks and personalities, advisers from said factions to bring the game to life, and a campaign mode with detailed player progression. Aside from that, there's not terribly much to report, but look forward to next week where there ought to be more information on the three factions in progress.
Thank you and goodbye,
-John Cotto
Saturday, January 24, 2015
Friday, January 16, 2015
NeverYear Games, Semester 2, Week 1
It's been a lot of time since I've last blogged about NeverYear Games, but here goes. First of all, I'm extremely happy to say that Alexander Beauchesne, our awesome programmer, has managed to get We Love Nuclear Armageddon working on Android devices. Seeing as this is the first attempt, there are a few issues but it's still a huge boon to the team to get it working on mobile so quickly. On the design side of things, there's been quite a bit of discussion about how faction-specific upgrades will work, what the factions are going to be, what sort of special abilities they'll have, and (perhaps most importantly) how they'll all fit in the theme we're trying to go for. Since this is just the first week back, I'm sure there are a few of us still getting our bearings, but I haven't gotten very much work done yet. That should change this coming weekend, so look for updates in the next blog post!
Thank you and goodbye,
-John Cotto
Thank you and goodbye,
-John Cotto
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