Monthly Archives: December 2011

Tool Time – Focus and the Model Viewer

Along with the Combat Corner and Designer’s Den, I want these Tool Time posts to be about tool development, not just on Card Kingdom, but for general tool development. I want to discuss how to make everyone on the team’s … Continue reading

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Stephen Postmortem: Phase 1 Complete.

Responsibilities and Contributions I was responsible for preserving a clear vision of the game while helping teammates with design suggestions. My major contributions are creating the environment, title screen, and heads up display. What Went Right “Scope It Down” Scope … Continue reading

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Claude’s Alpha Postmortem

What we did right! Holy animations, Batman! We rocked the socks off of attack animations. ‘Nuff said. Kombo Krazy! Ben did a fantastic job with the animation state machine and we were able to do everything we wanted and more! … Continue reading

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Justin’s Post-Mortem

What I did My responsibilities on Card Kingdom were core engine design and development, and some general gameplay programming. As one of the other core developers, my main focus was on everything else; audio, input, physics, content importing, core classes … Continue reading

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Johnny’s Post-Mortem

My Job: I did the characters, which is a big job considering the genre. I was responsible for coming up with the player and enemy concepts, modeling them, texturing them, rigging them, coming up with their animations and refining their … Continue reading

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Ben’s Alpha Postmortem

This post will be dedicated to my perspective on our work output and progress for Phase 1 of Card Kingdom. I will go over my individual responsibilities and contributions to the project, detailing what I felt was significant, then I … Continue reading

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