Daily Archives: March 6, 2014

Artifact 4 – State Machine

I am done with collision manager. It only needs to be updated as the game is progressing.
I haven’t really finished a new artifact yet, because it is a lot of job and we have helped each other in the group a lot this week with programming issues.
Today I will try to explain a finite state machine (FSM) for AI states that I am making.
I received various books from an acquaintance of mine. One of them is called “Programming AI […]

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Program: Programming

Artifact 4 – State Machine

I am done with collision manager. It only needs to be updated as the game is progressing.
I haven’t really finished a new artifact yet, because it is a lot of job and we have helped each other in the group a lot this week with programming issues.
Today I will try to explain a finite state machine (FSM) for AI states that I am making.
I received various books from an acquaintance of mine. One of them is called “Programming AI […]

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Program: Programming

Artifact of the week: Implementing Morker

Hello there!
Last week we made a prototype of the morker that was able to shoot bullets towards the player and move to each side to make it harder to hit it.
So this week our task was to implement it in the main project that we have started to get together after some struggles with github.  Even though we already knew what we wanted the morker to do and how we could do it in the prototype, it was another thing […]

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Program: Programming

Artifact of the week: Implementing Morker

Hello there!
Last week we made a prototype of the morker that was able to shoot bullets towards the player and move to each side to make it harder to hit it.
So this week our task was to implement it in the main project that we have started to get together after some struggles with github.  Even though we already knew what we wanted the morker to do and how we could do it in the prototype, it was another thing […]

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Program: Programming

Sprint planning + progression (?)

As usual I am going to write about the past week and what I’ve done as a coder in the group. So last week I had a bunch of things to, and the following picture showes what the assigned tasks were that I was expected to do:

 
As you can see there were a total of eight artifacts and the estimated work hours summed up to a total of whopping 52 hours in a week, so it isn’t hard to […]

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Program: Programming

Sprint planning + progression (?)

As usual I am going to write about the past week and what I’ve done as a coder in the group. So last week I had a bunch of things to, and the following picture showes what the assigned tasks were that I was expected to do:

 
As you can see there were a total of eight artifacts and the estimated work hours summed up to a total of whopping 52 hours in a week, so it isn’t hard to […]

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Program: Programming

A week of polish.

This week has been spent doing all sorts of small, often un-noticeable things.

I created a key, which will act like an indicator- To show the player which keys has been collected. This is the only piece of actual HUD we’ll use, but we deem it necessary as we do not want to confuse the player; which key did he just pick up? Was it blue? Maybe green?
Below is the first Mockup I created with HUD in mind:

And here’s the […]

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Program: Graphics

A week of polish.

This week has been spent doing all sorts of small, often un-noticeable things.

I created a key, which will act like an indicator- To show the player which keys has been collected. This is the only piece of actual HUD we’ll use, but we deem it necessary as we do not want to confuse the player; which key did he just pick up? Was it blue? Maybe green?
Below is the first Mockup I created with HUD in mind:

And here’s the […]

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Program: Graphics

Artifact 4 – State Machine

I am done with collision manager. It only needs to be updated as the game is progressing.
I haven’t really finished a new artifact yet, because it is a lot of job and we have helped each other in the group a lot this week with programming issues.
Today I will try to explain a finite state machine (FSM) for AI states that I am making.
I received various books from an acquaintance of mine. One of them is called “Programming AI […]

/ Comments Off on Artifact 4 – State Machine
Program: Programming

Artifact 4 – State Machine

I am done with collision manager. It only needs to be updated as the game is progressing.
I haven’t really finished a new artifact yet, because it is a lot of job and we have helped each other in the group a lot this week with programming issues.
Today I will try to explain a finite state machine (FSM) for AI states that I am making.
I received various books from an acquaintance of mine. One of them is called “Programming AI […]

/ Comments Off on Artifact 4 – State Machine
Program: Programming

Parent UI

So what’s been happening? Well for a while I have been struggling with the parent UI, I didn’t really know how get It working and a was a bit confused until I got help and now things looks to be done soon(read more about what the parent UI does in the two posts before this one). So now there have been changes so it is easier to choose what kid that is going to be cleaned before the parents come. […]

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Program: Programming

Parent UI

So what’s been happening? Well for a while I have been struggling with the parent UI, I didn’t really know how get It working and a was a bit confused until I got help and now things looks to be done soon(read more about what the parent UI does in the two posts before this one). So now there have been changes so it is easier to choose what kid that is going to be cleaned before the parents come. […]

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Program: Programming

Parent UI

So what’s been happening? Well for a while I have been struggling with the parent UI, I didn’t really know how get It working and a was a bit confused until I got help and now things looks to be done soon(read more about what the parent UI does in the two posts before this one). So now there have been changes so it is easier to choose what kid that is going to be cleaned before the parents come. […]

/ Comments Off on Parent UI
Program: Programming

Parent UI

So what’s been happening? Well for a while I have been struggling with the parent UI, I didn’t really know how get It working and a was a bit confused until I got help and now things looks to be done soon(read more about what the parent UI does in the two posts before this one). So now there have been changes so it is easier to choose what kid that is going to be cleaned before the parents come. […]

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Program: Programming

Keep on running

Continuing last week’s work I came up with a menu style which we felt fit our vision of how the menu should look. This design has a much less complex and more discrete logo design. Joining all the components of the menu together with ropes gives, at least for me, a feeling of a playground with home built swings and tree houses. The font chosen for this design is Segoe Marker. I chose it because it makes the text look […]

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Program: Graphics

Keep on running

Continuing last week’s work I came up with a menu style which we felt fit our vision of how the menu should look. This design has a much less complex and more discrete logo design. Joining all the components of the menu together with ropes gives, at least for me, a feeling of a playground with home built swings and tree houses. The font chosen for this design is Segoe Marker. I chose it because it makes the text look […]

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Program: Graphics

Suit em up – building sprite sheets

Hello!
This week I have been really productive. First of I did finish the last touches on our Bugger, the pink flying bug from last week. The glowing’s looks way better now and he doesn’t look like a flying and buzzing Christmas three anymore (lulz).
Then I did our basic map. To this week we have used a placeholder from our mock-ups so we could have one before the finished graphics were done.
This is how it looked then…

…And this is how […]

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Program: Graphics

Suit em up – building sprite sheets

Hello!
This week I have been really productive. First of I did finish the last touches on our Bugger, the pink flying bug from last week. The glowing’s looks way better now and he doesn’t look like a flying and buzzing Christmas three anymore (lulz).
Then I did our basic map. To this week we have used a placeholder from our mock-ups so we could have one before the finished graphics were done.
This is how it looked then…

…And this is how […]

/ Comments Off on Suit em up – building sprite sheets
Program: Graphics

Suit em up – building sprite sheets

Hello!
This week I have been really productive. First of I did finish the last touches on our Bugger, the pink flying bug from last week. The glowing’s looks way better now and he doesn’t look like a flying and buzzing Christmas three anymore (lulz).
Then I did our basic map. To this week we have used a placeholder from our mock-ups so we could have one before the finished graphics were done.
This is how it looked then…

…And this is how […]

/ Comments Off on Suit em up – building sprite sheets
Program: Graphics

Suit em up – building sprite sheets

Hello!
This week I have been really productive. First of I did finish the last touches on our Bugger, the pink flying bug from last week. The glowing’s looks way better now and he doesn’t look like a flying and buzzing Christmas three anymore (lulz).
Then I did our basic map. To this week we have used a placeholder from our mock-ups so we could have one before the finished graphics were done.
This is how it looked then…

…And this is how […]

/ Comments Off on Suit em up – building sprite sheets
Program: Graphics

Artifact of the week: Implementing Morker

Hello there!
Last week we made a prototype of the morker that was able to shoot bullets towards the player and move to each side to make it harder to hit it.
So this week our task was to implement it in the main project that we have started to get together after some struggles with github.  Even though we already knew what we wanted the morker to do and how we could do it in the prototype, it was another thing […]

/ Comments Off on Artifact of the week: Implementing Morker
Program: Programming

Artifact of the week: Implementing Morker

Hello there!
Last week we made a prototype of the morker that was able to shoot bullets towards the player and move to each side to make it harder to hit it.
So this week our task was to implement it in the main project that we have started to get together after some struggles with github.  Even though we already knew what we wanted the morker to do and how we could do it in the prototype, it was another thing […]

/ Comments Off on Artifact of the week: Implementing Morker
Program: Programming

Game dev, Suit’em up – Animations in different directions

We have released a friends & family beta test and gotten some statistics of the current status of our game.
You are welcome to participate, here is the link to the feedback: feedback-form
And here is a link to the game, please fill in feedback if you play!: SuitEmUp FnF pre-beta
I have made animations work in different directions for enemies and the player. This is not implemented in the version I linked above but I will explain what is […]

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Program: Programming

Game dev, Suit’em up – Animations in different directions

We have released a friends & family beta test and gotten some statistics of the current status of our game.
You are welcome to participate, here is the link to the feedback: feedback-form
And here is a link to the game, please fill in feedback if you play!: SuitEmUp FnF pre-beta
I have made animations work in different directions for enemies and the player. This is not implemented in the version I linked above but I will explain what is […]

/ Comments Off on Game dev, Suit’em up – Animations in different directions
Program: Programming