|||| 8 - 15 nov 2014 ||||
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Name
Bundesware
Timezone
Australia/Melbourne -- (GMT+10:00) Melbourne
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83% cool
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Cannon Simulator 2015
The end is here... It was a bit of a mad rush towards the end, with a fair amount of content not getting in. But it's looking pretty nice regardless. If you can ignore some of the jank, we feel there's a fair bit of fun to be had. Now, to get some sleep. Grab it from here
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Cannon Simulator 2015 Day 6
As of today, the nutcrackers have a texture, some animations have been updated, dismemberment is vastly improved (as you can see in the attached video, if it ever actually processes), multiplayer is fixed, formations of nutcrackers can kind of wheel around to their target. Nutcrackers aim. Sleep has been almost abandoned. Madness is setting in.
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Cannon Simulator 2015 Day 5
How the hell is it day 5 already? Today we have grapeshot, more badguy behaviour, a map that's not stolen from another of our own games, particle effects, exploding evil nutcrackers, a new team member, completely broken multiplayer, a couple of possible surprises if we get enough done on the necessary bits, and probably some other stuff...
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Cannon Simulator 2015 Day 4
The big news today is basic implementation of the bad guys, and more importantly, dislodgement of their hats.
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Cannon Simulator 2015 Day 3
Ramrods now work much better, and the full load cycle is now functioning, involving: - loading - ramming - setting fuse - triggering - sponging Some slight improvements were made to the ballistics, strings were made, many capsules were shot. If you want more detail on code developments as they happen, I'm sporadically tweeting at @HernanBund
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Cannon Simulator 2015 Day 1&2
Our game will mostly consist of firing a janky cannon with your friends at janky robots. Day 1 consisted of planning what we were going to do, getting a cannon model, and basic dragging around of objects. Day 2 involved getting the object dragging to work over network, projectile physics, controlling the rotation of held objects, as well as models for ammunition and box, and a ramrod/sponge. As of the end of day 2, we have a functioning cannon, with "functioning" handling of physical objects. Much frustration has been had at unity's hinges not doing quite what I wanted, particularly when trying to get it to accept multiple people interacting with it at the same time.
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