I am very proud to report that Desaturation Point is now officially out of early access, and has launched on Steam and Itch.io. Desaturation Point is a video game developed as a senior project under the University of Utah’s Entertainment Arts and Engineering program. I worked on a team of about twenty people, evenly splitContinue reading “Desaturation Point has officially released!”
Author Archives: Evan Parry
Capstone Update: Desaturation Point
My apologies for the long radio silence. I’ve been hard at work on my senior capstone project, which is a game called Desaturation Point. Desaturation Point is a strategic, squad-based horror game set in an arctic research facility full of freakishly colorful monstrosities. I’ve been very proud to help develop this game as part ofContinue reading “Capstone Update: Desaturation Point”
Mini-Update
Breaking the radio silence to deliver a mini-update. The last month or so has proven to be academically challenging, so I haven’t had as much time to devote to this blog or my projects as I did before. Come winter break, I hope to be able to get back into the swing of things.
Chromatiphobia – Completed Capstone Prototype
My EAE 4500 Senior Project team recently completed the prototype for Chromatiphobia. Chromatiphobia is a single-player real-time tactical horror game, where the player is put in control of several specialized units and has to maneuver them through a dangerous environment populated by hostile colorful creatures. You can see more of the game on the ChromatiphobiaContinue reading “Chromatiphobia – Completed Capstone Prototype”
Real-Time Space Tactics Game – Dev Log 10
Homework and midterm studying has had to take priority this week, so I only have a minor update this week. I added UI indicators to show a ship’s fire mode and its jump countdown, and changed the jump button to be a button instead of a toggle. Here’s my list of goals for the playtestableContinue reading “Real-Time Space Tactics Game – Dev Log 10”
Real-Time Space Tactics Game – Dev Log 9
This week I implemented three features that bring me significantly closer to being able to release a build of the game for playtesting. Namely, enemy patrol routes, resource harvesting, and tactical jumps. Enemy patrol routes are fairly straightforward: the enemy pods can be given a list of transforms within the map, and ships that aren’tContinue reading “Real-Time Space Tactics Game – Dev Log 9”
Real-Time Space Tactics Game – Dev Log 8
It’s been about a week since my last update. School and work have had to take priority, so development has slowed down a bit, but it certainly hasn’t stopped! I’ve made a number of changes and additions since the last update. For one, I’ve added a fog-of-war system to the map, where different player shipsContinue reading “Real-Time Space Tactics Game – Dev Log 8”
Real-Time Space Tactics Game – Dev Log 7
It’s been a little while since I last posted, but that’s mainly because my school workload has increased in the past week or so. From here on out it’s likely that these development logs will happen on a weekly basis instead of happening every few days. On the plus side, once my capstone prototype team’sContinue reading “Real-Time Space Tactics Game – Dev Log 7”
Real-Time Space Tactics Game – Dev Log 6
Since the last update, I mainly focused on some cosmetic features and bug fixes, though I did lay the groundwork for more important features later. First of all, I’ve continued work on the jump system. As I mentioned in my earlier Dev Log 5 post, this works by having every player ship disappear (in practice,Continue reading “Real-Time Space Tactics Game – Dev Log 6”
Real-Time Space Tactics Game – Dev Log 5
Once again, I’ve made a fair amount of progress since the last update. I’ve added some new features and functionality, and made some changes and overhauls to existing features. First, a screenshot. I’ll start with the obvious visible changes. First, I’ve gone into Maya and made some basic 3D models for some of the ships.Continue reading “Real-Time Space Tactics Game – Dev Log 5”