Monthly Archives: February 2014
Blogg of the week: Alpha
Hello, this week hasn’t been that successful so I do not have a finished artifact to write about. So I figured that I would write about what I have been doing instead.
I have been working with Box2D, which is a physics engine that we use for collision. Last week I worked with getting collision to work. Collision is working by itself Box2D so it is more about being able to use it, and getting used to the structure. It probably […]
Blogg of the week: Alpha
Hello, this week hasn’t been that successful so I do not have a finished artifact to write about. So I figured that I would write about what I have been doing instead.
I have been working with Box2D, which is a physics engine that we use for collision. Last week I worked with getting collision to work. Collision is working by itself Box2D so it is more about being able to use it, and getting used to the structure. It probably […]
ARTIFACT BLOG #2 Alpha time!
Hi.
This week has been rather stressful. During our project we’ve had a lot of problems syncing our projects, meaning we’ve been sitting with maybe 3 different projects that all needed to merge together. This week all of us have worked mostly with trying to do just that.
We had one project with most of our game mechanic, that later got the collision from another project (by project I mean solution files), and then we had a third project with most of […]
ARTIFACT BLOG #2 Alpha time!
Hi.
This week has been rather stressful. During our project we’ve had a lot of problems syncing our projects, meaning we’ve been sitting with maybe 3 different projects that all needed to merge together. This week all of us have worked mostly with trying to do just that.
We had one project with most of our game mechanic, that later got the collision from another project (by project I mean solution files), and then we had a third project with most of […]
ARTIFACT BLOG #2 Alpha time!
Hi.
This week has been rather stressful. During our project we’ve had a lot of problems syncing our projects, meaning we’ve been sitting with maybe 3 different projects that all needed to merge together. This week all of us have worked mostly with trying to do just that.
We had one project with most of our game mechanic, that later got the collision from another project (by project I mean solution files), and then we had a third project with most of […]
ARTIFACT BLOG #2 Alpha time!
Hi.
This week has been rather stressful. During our project we’ve had a lot of problems syncing our projects, meaning we’ve been sitting with maybe 3 different projects that all needed to merge together. This week all of us have worked mostly with trying to do just that.
We had one project with most of our game mechanic, that later got the collision from another project (by project I mean solution files), and then we had a third project with most of […]
Animation
“Animation, switching between pictures in a spritesheet, should not be that hard.”
A simple statement, however when I started working on our AnimationManager I realised just how wrong it was. At least in my case, where I tried to create an “Animation” class and then a “AnimationManager” to hold all the different Animations.
My original thought was that in the AnimationManager, there would be a vector with all the different animations, and that all entities would then have their own little map […]
Animation
“Animation, switching between pictures in a spritesheet, should not be that hard.”
A simple statement, however when I started working on our AnimationManager I realised just how wrong it was. At least in my case, where I tried to create an “Animation” class and then a “AnimationManager” to hold all the different Animations.
My original thought was that in the AnimationManager, there would be a vector with all the different animations, and that all entities would then have their own little map […]
Playground Panic #2 – Viewports
One of the things that makes our game unique is how you need to find and clean a kid before their parent(s) come to pick their kid up. This creates a tension that simply running around to clean the kids wouldn’t achieve, but it also required a large map and the ability to move around in it.
During the development-process so far we have only had a single-colored background. With a background added in, the game took a big visual step […]
Playground Panic #2 – Viewports
One of the things that makes our game unique is how you need to find and clean a kid before their parent(s) come to pick their kid up. This creates a tension that simply running around to clean the kids wouldn’t achieve, but it also required a large map and the ability to move around in it.
During the development-process so far we have only had a single-colored background. With a background added in, the game took a big visual step […]
No one was Kung-Fu Fighting
Sometimes nothing goes well, this is one of those times.
Imagine thus, like thunder from a clear sky comes the command – “Gosh, the main character should like totally be able to attack the guards or something like that, you know! You there, you look unoccupied, go make an animation for it, chop chop!”
Which leads us to the matter of the artifact of the day, namely today’s attempt at making the male main character’s attack animation.
And once again all that […]
No one was Kung-Fu Fighting
Sometimes nothing goes well, this is one of those times.
Imagine thus, like thunder from a clear sky comes the command – “Gosh, the main character should like totally be able to attack the guards or something like that, you know! You there, you look unoccupied, go make an animation for it, chop chop!”
Which leads us to the matter of the artifact of the day, namely today’s attempt at making the male main character’s attack animation.
And once again all that […]
The timing is right!
Well this week started off pretty badly with me feeling like I’ve got a flu. It turned out to be a little bit worse when I went to the doctor and now I have to pop pills that make me sleepy and stay away from people so I don’t spread the illness.This couldn’t have come at a worse time either right before the alpha for the game is supposed to be done.Needless to say I’ve not got much work done […]
The timing is right!
Well this week started off pretty badly with me feeling like I’ve got a flu. It turned out to be a little bit worse when I went to the doctor and now I have to pop pills that make me sleepy and stay away from people so I don’t spread the illness.This couldn’t have come at a worse time either right before the alpha for the game is supposed to be done.Needless to say I’ve not got much work done […]
The timing is right!
Well this week started off pretty badly with me feeling like I’ve got a flu. It turned out to be a little bit worse when I went to the doctor and now I have to pop pills that make me sleepy and stay away from people so I don’t spread the illness.This couldn’t have come at a worse time either right before the alpha for the game is supposed to be done.Needless to say I’ve not got much work done […]
The timing is right!
Well this week started off pretty badly with me feeling like I’ve got a flu. It turned out to be a little bit worse when I went to the doctor and now I have to pop pills that make me sleepy and stay away from people so I don’t spread the illness.This couldn’t have come at a worse time either right before the alpha for the game is supposed to be done.Needless to say I’ve not got much work done […]
Making a Game Part 2 – AI
This week I chose one of the more difficult artifacts on the sprint planning: making the enemies chase and then kill the player.
My first thoughts about this was to just make the player “lose the game” if he collided with any of the patrolling guards.
Now, instead of doing a collision-check I made a function that returns the distance between the player and a guard (cycling through all the guards in their Update()-method):
Which basically just does a pythagorean calculation and […]
Making a Game Part 2 – AI
This week I chose one of the more difficult artifacts on the sprint planning: making the enemies chase and then kill the player.
My first thoughts about this was to just make the player “lose the game” if he collided with any of the patrolling guards.
Now, instead of doing a collision-check I made a function that returns the distance between the player and a guard (cycling through all the guards in their Update()-method):
Which basically just does a pythagorean calculation and […]
A place to hide
This week, with the Alpha deadline coming up, much attention and work have been given to create objects to hide behind.
In our game we have guards and cameras that will detect you if you cross their line of sight (will be shown by a coloured cone, moving back and forth from the enemy). In order to escape you must either stealth past them or kill them. A big part of our stealth gameplay is to hide behind corners and […]
A place to hide
This week, with the Alpha deadline coming up, much attention and work have been given to create objects to hide behind.
In our game we have guards and cameras that will detect you if you cross their line of sight (will be shown by a coloured cone, moving back and forth from the enemy). In order to escape you must either stealth past them or kill them. A big part of our stealth gameplay is to hide behind corners and […]
ALPHA Presentation
Don’t be good, be great – Jay Z
While listening to one of our worlds greatest hip-hoppers, Jay Z, song F.U.T.W. I’ve got the feeling of not being satisfied. Wanting more and more. I don’t settle to be good at something, I wan’t to be great. I wan’t to reach the big stage, and I want to be there now.
Tomorrow we’ll have our presentation of the ALPHA for our game Suit ‘em Up. This means that we will talk about our game […]
ALPHA Presentation
Don’t be good, be great – Jay Z
While listening to one of our worlds greatest hip-hoppers, Jay Z, song F.U.T.W. I’ve got the feeling of not being satisfied. Wanting more and more. I don’t settle to be good at something, I wan’t to be great. I wan’t to reach the big stage, and I want to be there now.
Tomorrow we’ll have our presentation of the ALPHA for our game Suit ‘em Up. This means that we will talk about our game […]
Speeches and Presentations
This week, as my duty as the producer of the group, I’ve been preparing for the ALPHA-presentation, as well as improving the main-menu concept a little bit and helped out with some odds and ends. As the main menu is not that interesting, and the odds and ends are a bit sparse, I’ve decided to write about what I’m going to talk about tomorrow (Friday 21/2-2014)! The following is not a script, but just the general outline I’ll follow when […]
Speeches and Presentations
This week, as my duty as the producer of the group, I’ve been preparing for the ALPHA-presentation, as well as improving the main-menu concept a little bit and helped out with some odds and ends. As the main menu is not that interesting, and the odds and ends are a bit sparse, I’ve decided to write about what I’m going to talk about tomorrow (Friday 21/2-2014)! The following is not a script, but just the general outline I’ll follow when […]