Monthly Archives: February 2014
Wear-down effect on truck!
Hey there reader(s), here comes my weekly post. Last week I didn’t manage to get everything done, I had a drawing of the truck to do. It was meant to be used for the picture that you see of the truck when you upgrade in the costumization menu. I’m still not quite done with it yet, but I have been working on other things this week instead. The truck is about halfway done at this point, besides there are a […]
Wear-down effect on truck!
Hey there reader(s), here comes my weekly post. Last week I didn’t manage to get everything done, I had a drawing of the truck to do. It was meant to be used for the picture that you see of the truck when you upgrade in the costumization menu. I’m still not quite done with it yet, but I have been working on other things this week instead. The truck is about halfway done at this point, besides there are a […]
Week 6 – With Intent
This week Have been pretty harsh, the Light Engine ”Let There Be Light” is obviously not optimised for OpenGL properly, so put out more than 2 update-able lights and you get some serious bugs on OS X.
I see no way around this unless I reconfigure the whole LTBL library, which I don’t really have time for right now. For testing Purposes with less lights I can still test the code on Mac with the Prototype, for the full game […]
Week 6 – With Intent
This week Have been pretty harsh, the Light Engine ”Let There Be Light” is obviously not optimised for OpenGL properly, so put out more than 2 update-able lights and you get some serious bugs on OS X.
I see no way around this unless I reconfigure the whole LTBL library, which I don’t really have time for right now. For testing Purposes with less lights I can still test the code on Mac with the Prototype, for the full game […]
Being shot
This week I have, among many other things, worked on an animation of the main character being shot. It turned out to be a rather tricky thing, I tried to imagine how the body would react if being hit by a bullet and tried to sketch it really fast. I experimented with movement in her arms, making them go up in front of her body but it did not look good at all and I soon realized that I should […]
Being shot
This week I have, among many other things, worked on an animation of the main character being shot. It turned out to be a rather tricky thing, I tried to imagine how the body would react if being hit by a bullet and tried to sketch it really fast. I experimented with movement in her arms, making them go up in front of her body but it did not look good at all and I soon realized that I should […]
Better colliders. Artifact 3
I repaired the CollisionManager. It was broke. I dont want to talk about it.
From yesterday though:
When the player fish and an enemy collides, two things will happen in this game right now:
1. The player receives experience points. These are what will make the Player grow and level up though out the game.
2. The enemy will be eaten. In other words both the enemy collider and the enemy object, carrying a sprite and some functions get deleted.
(Enemy object are not discussed in […]
Better colliders. Artifact 3
I repaired the CollisionManager. It was broke. I dont want to talk about it.
From yesterday though:
When the player fish and an enemy collides, two things will happen in this game right now:
1. The player receives experience points. These are what will make the Player grow and level up though out the game.
2. The enemy will be eaten. In other words both the enemy collider and the enemy object, carrying a sprite and some functions get deleted.
(Enemy object are not discussed in […]
Game Dev Feb. Texture makin
Hello guys
This week I’ve been focusing on making a tile that can be used as a ground layer on any level of the game. The idea with the tile is to make it connect with itself in any direction.
The making of the Stone tile works like you create a few lesser pebbles with reasonable detailed, for this tile I aimed to create something in our aimed art style. One thing that could be done to the existing picture is […]
Game Dev Feb. Texture makin
Hello guys
This week I’ve been focusing on making a tile that can be used as a ground layer on any level of the game. The idea with the tile is to make it connect with itself in any direction.
The making of the Stone tile works like you create a few lesser pebbles with reasonable detailed, for this tile I aimed to create something in our aimed art style. One thing that could be done to the existing picture is […]
ARTIFACT BLOG #3 Our second enemy
Greetings!
Chosen artifact of the week is the ranged enemy for our game. The behaviour we wanted for it was that it should be passive until attacked by the player (You *have* to kill all enemies to win so they’re not skippable) and when it’s in its attack state it should start to zig-zag rather fast while shooting at the player. And as of tonight we’ve pretty much nailed the behaviour.
We started off by making the enemy shoot against the player […]
ARTIFACT BLOG #3 Our second enemy
Greetings!
Chosen artifact of the week is the ranged enemy for our game. The behaviour we wanted for it was that it should be passive until attacked by the player (You *have* to kill all enemies to win so they’re not skippable) and when it’s in its attack state it should start to zig-zag rather fast while shooting at the player. And as of tonight we’ve pretty much nailed the behaviour.
We started off by making the enemy shoot against the player […]
ARTIFACT BLOG #3 Our second enemy
Greetings!
Chosen artifact of the week is the ranged enemy for our game. The behaviour we wanted for it was that it should be passive until attacked by the player (You *have* to kill all enemies to win so they’re not skippable) and when it’s in its attack state it should start to zig-zag rather fast while shooting at the player. And as of tonight we’ve pretty much nailed the behaviour.
We started off by making the enemy shoot against the player […]
ARTIFACT BLOG #3 Our second enemy
Greetings!
Chosen artifact of the week is the ranged enemy for our game. The behaviour we wanted for it was that it should be passive until attacked by the player (You *have* to kill all enemies to win so they’re not skippable) and when it’s in its attack state it should start to zig-zag rather fast while shooting at the player. And as of tonight we’ve pretty much nailed the behaviour.
We started off by making the enemy shoot against the player […]
Still Working.
So this week I was supposed to do the animations but I was still not pleased with the sprites and I was also told that the spy should not have a hat any more. This was decided because there was people that did not understand the hat or something like that. I heard that some thought that it looked like a bicycle helmet and that I can agree with that. The down bumps in the hat looked like the holes […]
Still Working.
So this week I was supposed to do the animations but I was still not pleased with the sprites and I was also told that the spy should not have a hat any more. This was decided because there was people that did not understand the hat or something like that. I heard that some thought that it looked like a bicycle helmet and that I can agree with that. The down bumps in the hat looked like the holes […]
Project – Week 4
It’s already been a month since the start of the project, and there’s a lot going on at the moment. I’ve been working on several different things, and it has mostly been making adjustments/editing and getting things together.
I’ve spent most of the week editing the sprites that I made and working together with the other artists to pin down the graphical style for the […]
Project – Week 4
It’s already been a month since the start of the project, and there’s a lot going on at the moment. I’ve been working on several different things, and it has mostly been making adjustments/editing and getting things together.
I’ve spent most of the week editing the sprites that I made and working together with the other artists to pin down the graphical style for the […]
Project – Week 4
It’s already been a month since the start of the project, and there’s a lot going on at the moment. I’ve been working on several different things, and it has mostly been making adjustments/editing and getting things together.
I’ve spent most of the week editing the sprites that I made and working together with the other artists to pin down the graphical style for the […]
Project – Week 4
It’s already been a month since the start of the project, and there’s a lot going on at the moment. I’ve been working on several different things, and it has mostly been making adjustments/editing and getting things together.
I’ve spent most of the week editing the sprites that I made and working together with the other artists to pin down the graphical style for the […]
AI for the bosses
Even though I have been home with a fever this week I have tried to do some work from home. I have been drawing some sort of flowcharts over the three bosses AI. The boss I am going to start with when it comes to code is the final boss, Mothgomery. This because if we run out of time we think this is the most important one for the game. He is the “emperor of the suit” who started the […]
AI for the bosses
Even though I have been home with a fever this week I have tried to do some work from home. I have been drawing some sort of flowcharts over the three bosses AI. The boss I am going to start with when it comes to code is the final boss, Mothgomery. This because if we run out of time we think this is the most important one for the game. He is the “emperor of the suit” who started the […]
The Morker
Originally we planned to have two types of ranged enemies in our game. The first, labeled “the Workers” were supposed to stand faced against the wall, not noticing the player until they were attacked. When this happens, they would swarm the player and try to shoot her down. The second type of enemy was to be a flying moth character, that would fly around in random patterns, making him a difficult target, while at the same time firing down at […]
The Morker
Originally we planned to have two types of ranged enemies in our game. The first, labeled “the Workers” were supposed to stand faced against the wall, not noticing the player until they were attacked. When this happens, they would swarm the player and try to shoot her down. The second type of enemy was to be a flying moth character, that would fly around in random patterns, making him a difficult target, while at the same time firing down at […]