Sunday, May 5, 2013

Avatar Trials: Ninja Uprising Passes 1200 Sales #XBLIG



We're incredibly honored to announce we've past 1200 sales of Avatar Trials: Ninja Uprising.

To celebrate, we are having another contest to win a copy of the game!

To enter click on the following link:
Facebook Contest

Wednesday, May 1, 2013

Avatar Trials: Ninja Uprising Passes 500 Sales #XBLIG



We're incredibly honored to announce we've past 500 sales (almost 600) of Avatar Trials: Ninja Uprising.

To celebrate, we are GIVING AWAY a copy of the game!

To enter click on the following link:
Facebook Contest

We want to know - How does your avatar represent YOU?

Friday, April 26, 2013

Avatar Trials: Ninja Uprising, #XBLIG releases today!

04/26/2013



In less than 24 hours after putting our game up for review on Tuesday night in the XBLIG, our game has passed and is going to be released today!

Today at 2:30pm we will be hosting a live podcast where we will celebrate the release of our game, as well as the other two senior capstone games from the University of Utah. By joining live you will be able to participate via twitter to possibly win a free copy of the game. We will be holding competitions with each others games, as well as talking about our dev process from concept to design. Exclusive looks at concept and alpha gameplay will be shown!

Be sure to join anytime from 2:30pm to 6:00pm whether at work or at home!

https://www.facebook.com/events/608144885880746/?ref=22

Tuesday, April 23, 2013

EAE FEST 2013

04/23/2013

Today was the first day of EAE FEST 2013 here at the University of Utah.



All of the EAE Undergraduate and Master Students had their games on display. Our game was set up on three XBOX 360's available for students, faculty, family, and media members to come and play. We had a great time showing off our game and allowing people to play it. Some people enjoyed it so much that they would come back later and continue playing it some more trying to beat the levels they had yet to complete.



Here is the media coverage of the event:

Deseret News: Article
FOX 13: Video and Article
KSL: Video and Article

Some of our team near the end of the event:

More Lag

04/23/2013

Tonight we can submit our game for review again in the XBLIG. But first thing this morning our Engineering Lead contacted me stating that he was noticing lag in level 3. I told him that I thought I had resolved that. He mentioned that the katana on the players back was twitching as the player ran. I told him I was on my way to the lab at school and would test it as soon as I got there.

As soon as I got to the lab and got everything setup to test I was able to confirm the same thing he had observed. I must have missed it when I was testing for lag the night before, because I was more concerned about the players movement lagging. Our Engineering Lead tried an old build of the level and it did not have the lag so he came up with a hypothesis that it could be we had too much geometry in the current version of the level. I started testing the hypothesis by deleting different objects, and he was right. After I deleted enough models the lag disappeared. So I attempted to leave the level intact as much as the level designer had intended. In the end I was able to leave the level almost the same, just with some fire pits removed and some crates removed. In doing so the lag was completely removed.

Monday, April 22, 2013

Official Trailer Released

04/22/2013

Today our official trailer for our game has been released. Don't laugh at the death at the end of the video, because I am the one playing in the gameplay footage:



We still have one day until we can submit our game for review again, so I have been playtesting trying to find any more bugs or enhancements that can be made. I kept feeling that level 3 lagged a little so I tried removing all of the fire effects, but that did not make any difference. I eventually noticed that the lava texture was 1024x1024 while our water texture was 256x256. I resized the lava texture and the lag went away.

Next was the kill zone for the player in level 3. If the player jumped off of the starting platform he would die almost instantly, nowhere near the lava. So I adjusted the kill zone to allow the player to fall down to the lava and then respawn.

Saturday, April 20, 2013

Fire Arrow

04/20/2013

In Level 3 there are multiple places where the player has to figure out where to go. To help the user in one position the level designer decided to give the player a hint by placing fire in the shape of an arrow. When I originally added all the fire locations I setup a script to update the Vector3 Y variable based on the model location. The only problem with my script and these models, is these models are turned sideways. I went in and manually figured out the location of where the fire should be placed and also decided all of them should have the same color of fire instead of the random they were getting to make the arrow more noticeable:





With testing this last level, I notice that when you beat the level the timer didn't stop. The players time would be recorded correctly but the timer would keep going even though they had passed the level. This was an easy fix just by moving the timer stop line to the correct position.