Friday, August 23, 2013

EA playtest

This past month has seem some amazing development with the Co-Signers. There have been some long hours put into the game over the summer, and because of that we are on schedule to finish this game on time and in budget.  The team was able to pull together the efforts of the game for a game demo to EA Salt Lake, which went over fantastically.  The whole design and production team were there and a few of the executives. They really liked the game and gave us amazing feedback. Cafe Rio was catered in and the whole team got face to face time with industry professionals. From their feedback we are tweaking the at style to be more modular and iconic, the hackers more of laying down connections will be faster and there will be a lot of tuning done. They also told us we should sell the game with the map editor. With all of that we have a lot of work and have a month to do it.
Here Brittany is playing the game with Chris commenting.

Thursday, August 08, 2013

EA Build - My work with behavior trees

I was tasked to work on the behavior tree implementation for the guards. The team was invited over to EA for a playtest on August 22nd. It was a huge opportunity for us to showcase the game in front of professionals and get quality feedback.

As time was of the essence, I opted to use the "Behave" plugin of Unity which helps us map out and debug behavior tress efficiently. My implementation is shown in the screenshot.
It was quite a good learning experience for me.

We crunched hard and made a working build for the EA playtest.