Monthly Archives: February 2014
Everything went better than expected
This weekend was annoying, not being able to contact Oliver or Leo most of the time really bottlenecked my work and i didn’t get nearly everything i wanted done. During the weekend i worked on getting the right sprites into the game, making the hiding function working again and i also made the guards return to their initial position(almost) when losing sight of the player. During the Sunday evening Leo placed out objects and guards in order to make a […]
Everything went better than expected
This weekend was annoying, not being able to contact Oliver or Leo most of the time really bottlenecked my work and i didn’t get nearly everything i wanted done. During the weekend i worked on getting the right sprites into the game, making the hiding function working again and i also made the guards return to their initial position(almost) when losing sight of the player. During the Sunday evening Leo placed out objects and guards in order to make a […]
Blogging code in a manner pleasable
From now on I will be a lot more thorough with my updates. Since a few weeks back I’ve been working with my old group on a shooter game. I will not reveal what aesthetics we’re going with but I will start blo
Blogging code in a manner pleasable
From now on I will be a lot more thorough with my updates. Since a few weeks back I’ve been working with my old group on a shooter game. I will not reveal what aesthetics we’re going with but I will start blo
Blogging code in a manner pleasable
From now on I will be a lot more thorough with my updates. Since a few weeks back I’ve been working with my old group on a shooter game. I will not reveal what aesthetics we’re going with but I will start blo
Blogging code in a manner pleasable
From now on I will be a lot more thorough with my updates. Since a few weeks back I’ve been working with my old group on a shooter game. I will not reveal what aesthetics we’re going with but I will start blo
2014-02-14
Today I merged together our different codes into the main project since we will have our first playtesting at Monday. It was pretty tough since we have done things slightly different (even though we have tried to do things similar to each other from the start) and I had to be able to understand someone elses code. We also had different main.cpp’s and different engines, but with some help I managed to create one functioning code from three different ones.
2014-02-14
Today I merged together our different codes into the main project since we will have our first playtesting at Monday. It was pretty tough since we have done things slightly different (even though we have tried to do things similar to each other from the start) and I had to be able to understand someone elses code. We also had different main.cpp’s and different engines, but with some help I managed to create one functioning code from three different ones.
2014-02-14
Today I merged together our different codes into the main project since we will have our first playtesting at Monday. It was pretty tough since we have done things slightly different (even though we have tried to do things similar to each other from the start) and I had to be able to understand someone elses code. We also had different main.cpp’s and different engines, but with some help I managed to create one functioning code from three different ones.
2014-02-14
Today I merged together our different codes into the main project since we will have our first playtesting at Monday. It was pretty tough since we have done things slightly different (even though we have tried to do things similar to each other from the start) and I had to be able to understand someone elses code. We also had different main.cpp’s and different engines, but with some help I managed to create one functioning code from three different ones.
Not much progress today, with Olvier gone I had a hard time understanding his code properly while also making me reluctant to make any big changes as i don’t know what he is planning to do. I added a guard into the level loader and set it to update the same way the normally added guards was but i just could not get it to work. I also don’t quite understand the objects he have set to load from the […]
Not much progress today, with Olvier gone I had a hard time understanding his code properly while also making me reluctant to make any big changes as i don’t know what he is planning to do. I added a guard into the level loader and set it to update the same way the normally added guards was but i just could not get it to work. I also don’t quite understand the objects he have set to load from the […]
Escape grupp 4 – Light and Collision
My name is Robin Holmgren, and I work in group 4, aka. ”Boring warriors” on the concept ”Escape”.
We choose Escape because we felt it would be the most challenging to make, and most of us felt that we could actually want to play the game after it is done, the Light engine in particular drew our attention.
My primary job in the group so far has been implementing the light engine and some different managers, like Hull manager and Wall manager, […]
Escape grupp 4 – Light and Collision
My name is Robin Holmgren, and I work in group 4, aka. ”Boring warriors” on the concept ”Escape”.
We choose Escape because we felt it would be the most challenging to make, and most of us felt that we could actually want to play the game after it is done, the Light engine in particular drew our attention.
My primary job in the group so far has been implementing the light engine and some different managers, like Hull manager and Wall manager, […]
Escape grupp 4 – Light and Collision
My name is Robin Holmgren, and I work in group 4, aka. ”Boring warriors” on the concept ”Escape”.
We choose Escape because we felt it would be the most challenging to make, and most of us felt that we could actually want to play the game after it is done, the Light engine in particular drew our attention.
My primary job in the group so far has been implementing the light engine and some different managers, like Hull manager and Wall manager, […]
Escape grupp 4 – Light and Collision
My name is Robin Holmgren, and I work in group 4, aka. ”Boring warriors” on the concept ”Escape”.
We choose Escape because we felt it would be the most challenging to make, and most of us felt that we could actually want to play the game after it is done, the Light engine in particular drew our attention.
My primary job in the group so far has been implementing the light engine and some different managers, like Hull manager and Wall manager, […]
Tutorial Levels – A handy thing
This past week, group number 4 have been heavy at work on the upcoming ALPHA-version of our Stealth-game, With Intent. With he deadline creeping closer every minute; Theodor Gerhamn and I have been doing some work on a tutorial level. Our tutorial level will (If people react the way we hope) teach the player how to use the controls without the need of excessive handholding, giving the player a better feeling of immersion.
Tutorial Levels – A handy thing
This past week, group number 4 have been heavy at work on the upcoming ALPHA-version of our Stealth-game, With Intent. With he deadline creeping closer every minute; Theodor Gerhamn and I have been doing some work on a tutorial level. Our tutorial level will (If people react the way we hope) teach the player how to use the controls without the need of excessive handholding, giving the player a better feeling of immersion.
Project Aurora, post 4
Today our group met with our teacher Marcus for a pre-alpha screening and chat how things are going in the project. We didn’t get any negative feedback and he thought we were right on track….phew!After the meeting I went straight to work and now with some more fun stuff. Player mechanics!…I also moved alot of code though.
I started adding some methods for an attack/dash move on the player so it moves more fluently when attacking and not teleports from on […]
Project Aurora, post 4
Today our group met with our teacher Marcus for a pre-alpha screening and chat how things are going in the project. We didn’t get any negative feedback and he thought we were right on track….phew!After the meeting I went straight to work and now with some more fun stuff. Player mechanics!…I also moved alot of code though.
I started adding some methods for an attack/dash move on the player so it moves more fluently when attacking and not teleports from on […]
Pre-Alpha done!
Fourth week in to our game development. A week full of expectations and hard work.
Today we have had an meeting with our teacher Markus. A meeting that was about how we was in line with our development for the alpha version of our game, this is called Pre-Alpha. The meeting went well and our teacher didn’t had much “complains” about our game. It was more or less only the controls that was criticized as they were not really convincing and a bit […]
Pre-Alpha done!
Fourth week in to our game development. A week full of expectations and hard work.
Today we have had an meeting with our teacher Markus. A meeting that was about how we was in line with our development for the alpha version of our game, this is called Pre-Alpha. The meeting went well and our teacher didn’t had much “complains” about our game. It was more or less only the controls that was criticized as they were not really convincing and a bit […]
Game Development- Introduction. Blog Post – 1
In this course all student are split into 12 groups of about 6-8 people in each group. Each group will together developing a game which is based on a concept document.
In my group we are 3 programmers and 3 graphic artists. We did chose to create a game based from the concept document ESCAPE.
Why did we choose ESCAPE?
We did chose ESCAPE because we felt it was the most interesting concept of the one we could choose. We did also had a voting where […]
Game Development- Introduction. Blog Post – 1
In this course all student are split into 12 groups of about 6-8 people in each group. Each group will together developing a game which is based on a concept document.
In my group we are 3 programmers and 3 graphic artists. We did chose to create a game based from the concept document ESCAPE.
Why did we choose ESCAPE?
We did chose ESCAPE because we felt it was the most interesting concept of the one we could choose. We did also had a voting where […]