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James Ensley's Senior Project

James Ensley's Senior Project. Wednesday, May 28, 2014. A large part of my work this quarter was devoted to attempting to implement netcode into the Grind, which unfortunately ended up falling out of scope within the time allotted. Beyond that, I implemented a rumble feature by changing how unity received controller input, built the main menu and character select screens and functionality, and refined the AI behavior. Timer turn off fixed. Began main menu script. This is not actually a tool. Music boxes ...

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James Ensley's Senior Project | jamesroensley.blogspot.com Reviews
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James Ensley's Senior Project. Wednesday, May 28, 2014. A large part of my work this quarter was devoted to attempting to implement netcode into the Grind, which unfortunately ended up falling out of scope within the time allotted. Beyond that, I implemented a rumble feature by changing how unity received controller input, built the main menu and character select screens and functionality, and refined the AI behavior. Timer turn off fixed. Began main menu script. This is not actually a tool. Music boxes ...
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1 level script log
2 increased destructable knockback
3 other scripting
4 main menu script
5 added dodgenode tag
6 posted by
7 james ensley
8 no comments
9 email this
10 blogthis
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level script log,increased destructable knockback,other scripting,main menu script,added dodgenode tag,posted by,james ensley,no comments,email this,blogthis,share to twitter,share to facebook,share to pinterest,added,closer to target,hopper code begun
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James Ensley's Senior Project | jamesroensley.blogspot.com Reviews

https://jamesroensley.blogspot.com

James Ensley's Senior Project. Wednesday, May 28, 2014. A large part of my work this quarter was devoted to attempting to implement netcode into the Grind, which unfortunately ended up falling out of scope within the time allotted. Beyond that, I implemented a rumble feature by changing how unity received controller input, built the main menu and character select screens and functionality, and refined the AI behavior. Timer turn off fixed. Began main menu script. This is not actually a tool. Music boxes ...

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jamesroensley.blogspot.com jamesroensley.blogspot.com
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James Ensley's Senior Project

http://jamesroensley.blogspot.com/2013/11/last-week-was-pretty-straightforward.html

James Ensley's Senior Project. Tuesday, November 5, 2013. Last week was pretty straightforward. Aside from design meetings, I began working on implementing the systems required for each level. Subscribe to: Post Comments (Atom). The past two weeks have been devoted to creating t. Last week was pretty straightforward. Aside from d. View my complete profile. Simple theme. Powered by Blogger.

2

James Ensley's Senior Project: October 2013

http://jamesroensley.blogspot.com/2013_10_01_archive.html

James Ensley's Senior Project. Sunday, October 27, 2013. Second Week of Development. This week I have begun expanding the AI I have created by investigating an A* path finding package for unity. Afterwords I worked together with Eugine to merge his scripts and mine into a cohesive whole. Whereas he focused primarily on the movement and physics, I focused on the controllers, and set up the basic AI to work with his work. Now that the AI is working and multiplayer functions, we have a prototype. Afterwords...

3

James Ensley's Senior Project

http://jamesroensley.blogspot.com/2014/05/a-large-part-of-my-work-this-quarter.html

James Ensley's Senior Project. Wednesday, May 28, 2014. A large part of my work this quarter was devoted to attempting to implement netcode into the Grind, which unfortunately ended up falling out of scope within the time allotted. Beyond that, I implemented a rumble feature by changing how unity received controller input, built the main menu and character select screens and functionality, and refined the AI behavior. Timer turn off fixed. Began main menu script. This is not actually a tool. Music boxes ...

4

James Ensley's Senior Project: May 2014

http://jamesroensley.blogspot.com/2014_05_01_archive.html

James Ensley's Senior Project. Wednesday, May 28, 2014. A large part of my work this quarter was devoted to attempting to implement netcode into the Grind, which unfortunately ended up falling out of scope within the time allotted. Beyond that, I implemented a rumble feature by changing how unity received controller input, built the main menu and character select screens and functionality, and refined the AI behavior. Timer turn off fixed. Began main menu script. This is not actually a tool. Music boxes ...

5

James Ensley's Senior Project: Second Week of Development

http://jamesroensley.blogspot.com/2013/10/second-week-of-development.html

James Ensley's Senior Project. Sunday, October 27, 2013. Second Week of Development. This week I have begun expanding the AI I have created by investigating an A* path finding package for unity. Afterwords I worked together with Eugine to merge his scripts and mine into a cohesive whole. Whereas he focused primarily on the movement and physics, I focused on the controllers, and set up the basic AI to work with his work. Now that the AI is working and multiplayer functions, we have a prototype.

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Project Bala: October 2013

http://projectbala.blogspot.com/2013_10_01_archive.html

Sunday, October 27, 2013. This week I'm going to talk a little bit about our goals for this project. Specifically, go into a little more detail about what we plan to deliver at the end of this first quarter (which is 4 weeks away). It perhaps goes without saying that at the very least, the game will be playable (and it already is! In addition, most of the core features will be in place to expand upon in the second quarter. This includes the player's resources, children, and enemies. 1) Ponds: with Water ...

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James Ensley's Senior Project

James Ensley's Senior Project. Wednesday, May 28, 2014. A large part of my work this quarter was devoted to attempting to implement netcode into the Grind, which unfortunately ended up falling out of scope within the time allotted. Beyond that, I implemented a rumble feature by changing how unity received controller input, built the main menu and character select screens and functionality, and refined the AI behavior. Timer turn off fixed. Began main menu script. This is not actually a tool. Music boxes ...

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