Monthly Archives: February 2014

The Guard.

In our game the enemy is guards that patrol the building that the spy infiltrate. The guards are equipped with batons and or a gun. They also carry keycards and noisemakers all of these things the spy can obtain by killing the guard. But its difficult to kill the guards since they can hear footsteps if the spy dose not sneak and they got a line of sight that is displayed by the light from the flashlight that they carry. […]

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Program: Graphics

The Guard.

In our game the enemy is guards that patrol the building that the spy infiltrate. The guards are equipped with batons and or a gun. They also carry keycards and noisemakers all of these things the spy can obtain by killing the guard. But its difficult to kill the guards since they can hear footsteps if the spy dose not sneak and they got a line of sight that is displayed by the light from the flashlight that they carry. […]

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Program: Graphics

Level design of suit em’ up

This is the level design for our game, which is based on the concept called Suit ‘em Up. After a couple of discussions within the group this is the design that we have determined to work with.

It’s an open world game and the player can go anywhere in the world at any time he or she wants. The player starts in an open area then follows a narrow path down the suit. The purpose of this is to make the […]

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Program: Graphics

Level design of suit em’ up

This is the level design for our game, which is based on the concept called Suit ‘em Up. After a couple of discussions within the group this is the design that we have determined to work with.

It’s an open world game and the player can go anywhere in the world at any time he or she wants. The player starts in an open area then follows a narrow path down the suit. The purpose of this is to make the […]

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Program: Graphics

Animation process

I thought I would use my first blog post for this course to explain my work process of making an animation, and which animation principles I value most while animating.
For reference, I spent three years learning animation in gymnasium, and mainly studied traditional animation on paper. I create, sketch out and color my animations in Photoshop, the only other program I use is Paint Tool SAI, for line work.
My group is creating a game in which you play as a […]

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Program: Graphics

Animation process

I thought I would use my first blog post for this course to explain my work process of making an animation, and which animation principles I value most while animating.
For reference, I spent three years learning animation in gymnasium, and mainly studied traditional animation on paper. I create, sketch out and color my animations in Photoshop, the only other program I use is Paint Tool SAI, for line work.
My group is creating a game in which you play as a […]

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Program: Graphics

Weekly update 2014-02-13

This week has been the most productive week in our projects lifetime.
We have inplemented and finished the vision fields that our guards and cameras will have.
We have also updated our maploader with some extra features which I will talk about here:

Loading objects(rectangles):
Because we don’t check collision with single tiles, we “merge” together the tiles collision boxes in order to make the game optimized. This is also used for creating spawnpoints or a special
We use this for:

Setting player, guard and camera […]

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Program: Programming

Weekly update 2014-02-13

This week has been the most productive week in our projects lifetime.
We have inplemented and finished the vision fields that our guards and cameras will have.
We have also updated our maploader with some extra features which I will talk about here:

Loading objects(rectangles):
Because we don’t check collision with single tiles, we “merge” together the tiles collision boxes in order to make the game optimized. This is also used for creating spawnpoints or a special
We use this for:

Setting player, guard and camera […]

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Program: Programming

Recap

During the first semester, we were, like previously mentioned, put into random groups of 6-7 people. With this group we were destined to complete 2 major assignments over the course of the year; the first was to create a Shoot ‘Em Up game concept, together with Concept Documents, One Page Design documents etc. and then present this concept to the other groups. The reason for this being, that at the start of this semester, we were to pick one of […]

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Program: Graphics

Recap

During the first semester, we were, like previously mentioned, put into random groups of 6-7 people. With this group we were destined to complete 2 major assignments over the course of the year; the first was to create a Shoot ‘Em Up game concept, together with Concept Documents, One Page Design documents etc. and then present this concept to the other groups. The reason for this being, that at the start of this semester, we were to pick one of […]

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Program: Graphics

The “Pump meter” Which is the hp bar of sorts for the game.

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Program: Graphics

The “Pump meter” Which is the hp bar of sorts for the game.

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Program: Graphics

First post test

Testing

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Program: Graphics

First post test

Testing

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Program: Graphics

First post test

Testing

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Program: Graphics

First post test

Testing

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Program: Graphics

My artifact, the Game Design Document

So in this new course we’re making another game and will be writing one of several artifacts that you’ve been working with. You should answer the questions what/how/why? and basically reflect on what you’ve worked with. It has to be 400 words minimum and deadlines are on thursdays and on top of that one member of another group will comment your blog post with at least 200 words. Anyway enough talk already let’s get started!
So what have I done and […]

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Program: Programming

My artifact, the Game Design Document

So in this new course we’re making another game and will be writing one of several artifacts that you’ve been working with. You should answer the questions what/how/why? and basically reflect on what you’ve worked with. It has to be 400 words minimum and deadlines are on thursdays and on top of that one member of another group will comment your blog post with at least 200 words. Anyway enough talk already let’s get started!
So what have I done and […]

/ Comments Off on My artifact, the Game Design Document
Program: Programming

My artifact, the Game Design Document

So in this new course we’re making another game and will be writing one of several artifacts that you’ve been working with. You should answer the questions what/how/why? and basically reflect on what you’ve worked with. It has to be 400 words minimum and deadlines are on thursdays and on top of that one member of another group will comment your blog post with at least 200 words. Anyway enough talk already let’s get started!
So what have I done and […]

/ Comments Off on My artifact, the Game Design Document
Program: Programming

My artifact, the Game Design Document

So in this new course we’re making another game and will be writing one of several artifacts that you’ve been working with. You should answer the questions what/how/why? and basically reflect on what you’ve worked with. It has to be 400 words minimum and deadlines are on thursdays and on top of that one member of another group will comment your blog post with at least 200 words. Anyway enough talk already let’s get started!
So what have I done and […]

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Program: Programming

Codename: Haunted Light – SpriteManager

This week and the previous one have been great! We’ve managed to fix most of the game engine’s core features. In the forthcoming days we’ll start working on some simple gameplay implementations.
The development library we use for Haunted Light is SFML (Simple and Fast Multimedia Library). Well the name speaks for itself but it’s a simple-to-use framework to communicate with all the Input and Output devices of the computer. Without a development library you’d have to write code that directly […]

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Program: Programming

Codename: Haunted Light – SpriteManager

This week and the previous one have been great! We’ve managed to fix most of the game engine’s core features. In the forthcoming days we’ll start working on some simple gameplay implementations.
The development library we use for Haunted Light is SFML (Simple and Fast Multimedia Library). Well the name speaks for itself but it’s a simple-to-use framework to communicate with all the Input and Output devices of the computer. Without a development library you’d have to write code that directly […]

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Program: Programming

Sprinting Into Pre-Alpha

At the moment we are creating games based on the concepts we did a couple of months ago. My group is creating a “defend the objective” type game where the player is tasked with defending his/her truck from waves of bandits. The most off the cuff mechanic in this game is that you are only allowed to move in a circular arc around your truck. To make sure we are going to complete the game before the course is finished […]

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Program: Graphics

Sprinting Into Pre-Alpha

At the moment we are creating games based on the concepts we did a couple of months ago. My group is creating a “defend the objective” type game where the player is tasked with defending his/her truck from waves of bandits. The most off the cuff mechanic in this game is that you are only allowed to move in a circular arc around your truck. To make sure we are going to complete the game before the course is finished […]

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Program: Graphics