Blog

  • Capstone - Semester 2 Week 13

    By: James Keats | 19 April 2018

    This is the home stretch!

    Today we picked up our caps and gowns for graduation. I’ve officially signed a lease for an apartment near my new full-time position. The days are simply ticking down until not just Senior Production, but college as a whole is over. What a crazy journey it’s been. If, during my first year orientation in August of 2014, you had asked me where I thought I would be at the end of April my senior year, there are so many things I would never have guessed. My time at Champlain has been a wild, incredible ride. It’s hard to believe it’s really almost over. Last night was my final performance at The Grind Open Mic, a venue I’ve attended almost every Wednesday night since starting school. Soon, I’ll give my last tour of campus, push my last commit to the re[Mod] repo, and submit my last ever final project. Crazy.

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  • Capstone - Semester 2 Week 12

    By: James Keats | 11 April 2018

    In some ways, I almost wish Capstone/Senior Production wasn’t ending.

    This final sprint is nothing but fixing minor bugs that we haven’t gotten around to, and doing final visual polish. We are totally feature complete at this point. It’s a weird place to be, this close to the end. This project has been my primary focus since the end of August, a total of eight months of my life. In the grand scheme of game production, that’s not very long. But in my college career, re[Mod] has taken more of my time than anything else–a total of 427 hours at the time of writing. That’s only about 3 months worth of full time work, but that’s plenty for a college student with other classes and 3 part-time jobs.

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  • Capstone - Semester 2 Week 10 & Week 11

    By: James Keats | 11 April 2018

    There’s been a lot happening over the last few weeks, and I’ve been too busy to update this blog like I’m supposed to. A lot of really awesome stuff has happened in my personal life (I just got a job offer, I’ve been spending time apartment hunting and setting up finances for post-graduation), and it’s taken away from some of my class work. In terms of actual tasks, it’s been full-steam-ahead for re[Mod], but things like my blog have fallen by the wayside.

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  • Capstone - Semester 2 Week 8 & Week 9

    By: James Keats | 23 March 2018

    A lot has changed over the last few weeks!

    Unfortunately, due to a technology limitation, there won’t be many screenshots or videos again this week. But I’ll briefly discuss some things that have changed since the last blog post and some challenges along the way!

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  • Capstone - Semester 2 Week 7

    By: James Keats | 02 March 2018

    Hard to believe we’re just about halfway there! It’s easy to see that the game is starting to shapeup. Here’s what I did this past sprint:

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  • Capstone - Semester 2 Week 6

    By: James Keats | 23 February 2018

    I’m writing this week’s blog post in a bit of a hurry, so unfortunately we won’t have as many visuals as usual. Here’s what I accomplished last week:

    • Implementing two new weapon parts: the “X-ray/tag” sight, and the “laser” mechanism

    The “tag” sight was implemented as a special Aim-Down-Sights effect; essentially, after aiming at a player for a certain amount of time, they are drawn with a yellow outline around them that is visible through walls. This required the use of CommandBuffers in Unity and a lot of time spent in shaders. Overall, the effect came out nice.

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  • Capstone - Semester 2 Week 5

    By: James Keats | 16 February 2018

    Could it really be blog post time again already?

    HUD Overhaul

    First, let’s take a look at the new HUD:

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  • Capstone - Semester 2 Week 4

    By: James Keats | 09 February 2018

    Another week, another re[Mod] technical update!

    WeaponView Refactor

    One of the issues we were running into as re[Mod] has expanded more and more is that the BaseWeapon class had grown a little out of control. BaseWeapon handled combining all of the stats from its component WeaponParts, handling the logic for things like shooting, reloading, aiming down sights, serializing all of the necessary data across the network, and presenting the player with a visual response to their actions (such as switching the model pieces when changing weapon parts, activating particle effects while shooting, etc). The result was a file that was over 1,000 lines long. It was split up into #regions, but I still always dreaded it a bit when going into that file. 

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  • Capstone - Semester 2 Week 3

    By: James Keats | 26 January 2018

    This week on re[Mod], we saw a lot of improved player feedback, some new features, and more refactoring of the network code!

    Improved Feedback

    This was something primarily handled by our other programmer, Justin. We’ve included screenshake when the player is injured, improved reticle response when dealing damage, and an improved hitmarker when being hit. I also worked with Charlie, our Lead Designer, on implementing better audio feedback for all of these events as well. This tied well into the “bullet refactor” performed last week.

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  • Capstone - Semester 2 Week 2

    By: James Keats | 26 January 2018

    This week saw some new progression in re[Mod], but it also saw me come down with the flu, so my contributions this past week haven’t been quite as large as I would have hoped.

    Redoing the Sniper Scope

    There were some important improvements made, the first of which being that the sniper scope “aim-down-sights” effect was rewritten to use a screen overlay instead of the mediocre “move the gun to the center of the screen” that we were doing before. Initially, my plan was to essentially use a switch inside the WeaponPartScope script which would cover the different effect types, but I quickly found that that was not flexible enough, as different effect types would require different types of data and exposed variables.

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  • Capstone - Semester 2 Week 1

    By: James Keats | 19 January 2018

    I wasn’t totally sure how to title this post. It’s Week 1 of the second semester of re[Mod], and we’re gearing up to take this project from its current pre-production state to something final and complete by the end of April.

    Over the break, we made a lot of plans for how we want to improve and finish this game. Some of them are a little loftier than others. Our ideas include up to 20 new weapon parts, three potential game modes, different maps for 2, 3, 4, 5, and 6 player games, and a suite of environment and narrative changes. There are also several backend changes that I would like to make, including a total overhaul of how players find and connect to games. I am very excited to work on a “lobby” feature later in the semester that will allow players without any familiarity with the game to pick it up and play.

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  • Capstone - Semester 1 Postmortem

    By: James Keats | 10 December 2017

    My portfolio post about re[Mod] is available to look over now, and discusses my primary roles for the project. Thanks again to Max Sanel, Charlie Carucci, and Tyler Bolster–the other members of the team–for making all of this possible.

    The fall semester is coming to a close, and we’re all completing our closing kits, tying up loose ends, and prepping to move forward into next semester. The good news is that re[Mod] was one of the projects selected by the faculty to move forward into full production in the spring semester. That was an incredible bit of validation for the entire team, and we’re all excited to get started with our new team members. First, though, we all need to reflect on the successes and failures of the project, and the things we learned.

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  • Capstone - Week 10

    By: James Keats | 08 November 2017

    Weekly State of the Repo

    The mid-year show and final presentations are coming up quick! It’s hard to believe, but we’re just under two weeks away from finding out if re[Mod] gets to go on to next semester!

    Since we’re getting so close to the end, we’ve been settling into a slow code-freeze, and the number of new features we’ve selected for the past few sprints has gotten smaller and smaller as the deadline approaches. There is still plenty in our backlog should we go on to the next semester, but that hasn’t stopped us from adding a few cool new things. This week, we’ll be challenging Vertical Slice to get into Final Iteration, which means we’re guaranteed to present at the mid-year show; we’ve also already started that presentation as well. But let’s look at what’s new in the game this week!

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  • Capstone - Week 9

    By: James Keats | 01 November 2017

    Weekly State of the Repo

    We’re in Vertical Slice! We’re not totally sure, but we think we may have been the first team in all the Capstone sections to reach this stage, although a few others have done so since Monday. It is, of course, not a competition–but it’s still nice to feel a little ahead.

    We’ve also settled on a new name for the game, since Modulate wasn’t working for everyone. The new name is:

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  • Capstone - Week 8

    By: James Keats | 24 October 2017

    Weekly State of the Repo

    This past week, we successfully passed into Proof of Concept, and are planning to challenge yet again to get into the Vertical Slice stage. At this point, we can all feel the pressure fully on–there are less than 4 weeks until the mid-year show presentation, which leaves about 3 weeks to actually work on the project if we want as much time as possible to prepare for the presentation itself.

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  • Capstone - Week 7

    By: James Keats | 18 October 2017

    Weekly State of the Repo

    For the first time this past week, we failed a challenge in Capstone.

    We challenged to get out of Deep Dive and into Proof of Concept last week, and our professor gave us the thumbs down. All is well though, as he gave us a list of very specific feedback and criteria to meet to succeed and make it through to the next stage, and we have addressed all of it and plan to challenge again this week.

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  • Artificial Opponents - Gin Rummy - Code Report

    By: James Keats | 12 October 2017

    General Approach

    The AI keeps track of cards discarded, discarded cards drawn, and how many cards are left in the deck, among other things. This allows it to make educated decisions about what to do next based on a utility scoring system. This approach has been very successful against the “test Dummy” DLL we were given to start, often receiving 2-3 times the total end score when playing one-on-one, with a smaller margin but still consistent win rate against larger pools of opponents.

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  • Capstone - Week 6

    By: James Keats | 11 October 2017

    Weekly State of the Repo

    It’s hard to believe, but we’re currently about halfway between the start of the semester and Thanksgiving, which means the mid-year show is coming up quick. Modulate is still on route to be a strong candidate to go forward next semester. Visible progress this past week was slower than usual due to a couple factors. Firstly, next sprint I need to refactor all of our code that touches networking–something that made the entire team weary of adding new features this sprint; secondly, this past weekend was Fall break, giving us a four-day weekend that the team has definitely earned.

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  • Unity's SmartMerge Meets SourceTree

    By: James Keats | 11 April 2017

    Before I begin, I want to give credit to whoever wrote the blog post that used to be located at the following link: http://www.nikumangames.com/dev-blog/unity-and-sourcetree-and-unityyamlmerge-exe-oh-my/

    The only reason I’m writing this post is that it looks like their website is down and isn’t available in the Wayback Machine. So thank you, mysterious vanishing developer(s)! Major credit also goes to Tim Pettersen (@kannonboy) for his GDC 2017 talk on incorporating Unity with git which is what got me started down this path.

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