Medical Necessity Dev Diary #5

Happy Saturday! As always, let’s look at some gameplay footage from our most recent Medical Necessity build and go over the updates we’ve completed this week: If you look at last week’s footage, the first new thing that pops out is probably that green bar at the bottom. That’s the Team Health Counter, an experimental feature Pat added that tracks the total remaining health on the player’s team. Our intention was to aid the player in keeping track of the overall state of the team, to counteract the tunnel vision that playtesters were showing when focusing on their current healing… [Continue Reading]

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Medical Necessity Dev Diary #4

Another Saturday, another update for Medical Necessity! And we have a lot to talk about this week! First things first, I’m excited to introduce Matt and Steven, our new audio designers! Hailing from San Francisco State University, they’ll be working with Pat for the next few weeks to design the different sound effects, music, and ambiance for our game. We’ve added a lot of different changes, all of which are visible in this GIF, so let’s break them down part by part! Artwise, the player character’s healthbar has changed back to the original, dynamically-colored green circle in order to visually… [Continue Reading]

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Medical Necessity Dev Diary #3

Happy Saturday everybody! This week started off with a bang when we got to playtest our game with a group of high schoolers from a local college. It was our first mass playtest, and we were super excited when they loved it! So far people enjoy the exhilaration of strafing gunfire while trying to decide who to heal to survive the level, simultaneously putting to rest a debate we’d been having in the sidelines. My original design document planned for the bullets in the game to be hitscan; invisible straight lines drawn from the shooter that instantly hit the first… [Continue Reading]

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Medical Necessity Dev Diary #2

Hey everybody! Another week, another update for Medical Necessity! You may have noticed our last Dev Diary showcased footage consisting entirely of cylinders firing at each other, well not anymore! Ben’s been hard at work implementing placeholder animations and sprites so we have more attractive characters to watch as we work. It’s not always necessary to have artwork at such an early stage, but by getting the animations complete, we can tie certain behaviors to those animations and it creates less work down the line. Speaking of AI behaviors, Carry and Pat have been hard at work finding new ways… [Continue Reading]

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Dev Diary #1 – Introducing Medical Necessity!

Hi everybody! Last month I first mentioned my upcoming video game, Medical Necessity, and our team has been working hard on it since the new quarter started! I also mentioned that I’d be writing weekly articles chronicling the experiences I’ve had making a game as part of a group. For this first one, I’d like to introduce my teammates! Carry is our Development Director. With years of programming experience under his belt, he’s our primary Unity programmer and the brains behind many of the breakthroughs that have setup the foundations for our game. Carry worked for a Chinese game company… [Continue Reading]

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aabicus at College: An Update

Hi everyone! I’ve been almost completely silent on both the forums and this blog, and I apologize for that, but as I mentioned in this video, I’ve been attending a Master’s program in Game Design, and it’s been loads of work. Luckily it’s been amazing and enjoyable work, and I’ve just wrapped up my first (and supposedly the busiest) quarter. It has been so great getting to explore so many different elements of game design in an academic setting! This article is basically a compilation of what I’ve been doing the last four months, and a bit of discussion on… [Continue Reading]

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