Daily Archives: March 13, 2014
2014-03-14 Fifth Artifact
Hi again
This week I have been focusing on two things, the first thing was to create the startmenu partly codewise and partly graphicwise (which have been really fun and exciting to me as a former art student), the second thing was not really planned but while working with the startmenu I noticed that it was time to re-scale everything to fullscreen. After talking with my group about it I was set on the task to do this, and it have […]
2014-03-14 Fifth Artifact
Hi again
This week I have been focusing on two things, the first thing was to create the startmenu partly codewise and partly graphicwise (which have been really fun and exciting to me as a former art student), the second thing was not really planned but while working with the startmenu I noticed that it was time to re-scale everything to fullscreen. After talking with my group about it I was set on the task to do this, and it have […]
The Tutorial
The tutorial is a great tool to introduce the player to your game and this week I’ve been working on the tutorial for our game.
On the first attempt to create the tutorial I wanted to explain the basics of our game; How you move, shoot, pick up evidence and progress to the next level. The tutorial was also meant to serve another porpoise: Explaining why you are there. I did […]
The Tutorial
The tutorial is a great tool to introduce the player to your game and this week I’ve been working on the tutorial for our game.
On the first attempt to create the tutorial I wanted to explain the basics of our game; How you move, shoot, pick up evidence and progress to the next level. The tutorial was also meant to serve another porpoise: Explaining why you are there. I did […]
Backgrounds and .. Movies?
So; What’s been going on this week?
Background, mostly.
I knew that we needed a Win/Lose screen, so I took it upon myself to create some.
I started out checking some resources. Old Soviet propaganda was my first thought, as the main character is a russian spy in Langley, Virginia (At the CIA’s Headquarters).
I then started drawing up a concept for the ‘Win’-screen. I chose a font with a cyrillic vibe to it, and printed the Russian National Anthem in the background. Below […]
Backgrounds and .. Movies?
So; What’s been going on this week?
Background, mostly.
I knew that we needed a Win/Lose screen, so I took it upon myself to create some.
I started out checking some resources. Old Soviet propaganda was my first thought, as the main character is a russian spy in Langley, Virginia (At the CIA’s Headquarters).
I then started drawing up a concept for the ‘Win’-screen. I chose a font with a cyrillic vibe to it, and printed the Russian National Anthem in the background. Below […]
I threw it on the GROUND!
Missed the post last night, I mostly worked on the throwing function and had a meeting with Jerry about my Programming1 assignment. I didn’t get very much done between the meeting and having to go home for the evening for a birthday. I got the throwing functionality working at least.
Today we have been working in the Game room all day, i’ve been adding doors all day, at first i made every door it’s own type of object and even had […]
I threw it on the GROUND!
Missed the post last night, I mostly worked on the throwing function and had a meeting with Jerry about my Programming1 assignment. I didn’t get very much done between the meeting and having to go home for the evening for a birthday. I got the throwing functionality working at least.
Today we have been working in the Game room all day, i’ve been adding doors all day, at first i made every door it’s own type of object and even had […]
Beta tomorrow!
Hello there!
This week I have sealed alot of memory leaks and fixed a whole lot of small bugs. Apart from that I have also made a enemy wave spawner that is time-optimized for level designers. It is not very precise and there are currently no functions for telling exactly what enemy is going to spawn where. But making a wave is so simple! Just tell it how many enemies of what kind you want, and for how long the wave […]
Beta tomorrow!
Hello there!
This week I have sealed alot of memory leaks and fixed a whole lot of small bugs. Apart from that I have also made a enemy wave spawner that is time-optimized for level designers. It is not very precise and there are currently no functions for telling exactly what enemy is going to spawn where. But making a wave is so simple! Just tell it how many enemies of what kind you want, and for how long the wave […]
The week of the projectiles
Hello, this week I have been working a lot with projectiles that the player and the enemies can shoot. The different projectiles is made of water, fire and wood. Tha same as our enemies in the game. And i also changed the lost soul a little so it looked more ghost like. All i did was to make the body of it transparent.
Here is a picture of it.
The animations needed was when it was moving, when it hits something […]
The week of the projectiles
Hello, this week I have been working a lot with projectiles that the player and the enemies can shoot. The different projectiles is made of water, fire and wood. Tha same as our enemies in the game. And i also changed the lost soul a little so it looked more ghost like. All i did was to make the body of it transparent.
Here is a picture of it.
The animations needed was when it was moving, when it hits something […]
Fifth Artifact (maybe not really an Artifact): Get it ready for beta presentation
The last week I have gone through the code, implementing and bug fixing the last things that needs to be done before we are ready for our beta presentation.
So, what needed to be done the last week? Well, a lot of things. The weeks between alpha and beta we have been working hard on getting things done. Pathfinding, furnitures, collision with things, guards AI, etc.
We had a play testing session the last Monday, and early Sunday we did not have […]
Fifth Artifact (maybe not really an Artifact): Get it ready for beta presentation
The last week I have gone through the code, implementing and bug fixing the last things that needs to be done before we are ready for our beta presentation.
So, what needed to be done the last week? Well, a lot of things. The weeks between alpha and beta we have been working hard on getting things done. Pathfinding, furnitures, collision with things, guards AI, etc.
We had a play testing session the last Monday, and early Sunday we did not have […]
2014-03-14 Fifth Artifact
Hi again
This week I have been focusing on two things, the first thing was to create the startmenu partly codewise and partly graphicwise (which have been really fun and exciting to me as a former art student), the second thing was not really planned but while working with the startmenu I noticed that it was time to re-scale everything to fullscreen. After talking with my group about it I was set on the task to do this, and it have […]
2014-03-14 Fifth Artifact
Hi again
This week I have been focusing on two things, the first thing was to create the startmenu partly codewise and partly graphicwise (which have been really fun and exciting to me as a former art student), the second thing was not really planned but while working with the startmenu I noticed that it was time to re-scale everything to fullscreen. After talking with my group about it I was set on the task to do this, and it have […]
University Projects: Preparing for Playtesting
Hello everyone!
This week as for the last couple of weeks I’m going to write about the game With Intent that I’ve been working on for a while now. For those who haven’t been up to snuff about it, it’s a stealth game, in top down perspective, where the player has to get through different areas by using timing and the art of not being seen.
So for this week I’ve been mostly working on 2 things, more level design (actually putting […]
University Projects: Preparing for Playtesting
Hello everyone!
This week as for the last couple of weeks I’m going to write about the game With Intent that I’ve been working on for a while now. For those who haven’t been up to snuff about it, it’s a stealth game, in top down perspective, where the player has to get through different areas by using timing and the art of not being seen.
So for this week I’ve been mostly working on 2 things, more level design (actually putting […]
Project Report 2014-03-13
This week’s been a tough one, despite the deceptively short work list. Not only did I have to make a somewhat coherent Power Point presentation detailing a much smaller period of the project than the one before, but I have also had the Design Document to edit based on our teacher’s feedback. There were lots of smaller things to revise, such as articulating certain points more clearly and thoroughly and moving sections around to fit the titles’ organisation, but there […]
Project Report 2014-03-13
This week’s been a tough one, despite the deceptively short work list. Not only did I have to make a somewhat coherent Power Point presentation detailing a much smaller period of the project than the one before, but I have also had the Design Document to edit based on our teacher’s feedback. There were lots of smaller things to revise, such as articulating certain points more clearly and thoroughly and moving sections around to fit the titles’ organisation, but there […]
The fearsome Gunilla!
Hello again! this week I have been working on our games final boss, Gunilla!
Everyone in my group have been discussing a lot about our last boss. What she should look like and how we want her to appear in game. Starting out, we wanted Gunilla to have every element in her appearance, having fire, water and wood all around her. Our lead programmer also came with the idea to have her looking a tree soaked in water that was burning. […]
The fearsome Gunilla!
Hello again! this week I have been working on our games final boss, Gunilla!
Everyone in my group have been discussing a lot about our last boss. What she should look like and how we want her to appear in game. Starting out, we wanted Gunilla to have every element in her appearance, having fire, water and wood all around her. Our lead programmer also came with the idea to have her looking a tree soaked in water that was burning. […]
A Lively Death
We are now on the seventh week of our game project, which means we are making it closer to the end. Beta is due for Friday and our programmers are working day and night to have everything ready till then, unlike myself who have barley got anything to do this week. However, it is quite a convenience since I am starting to feel ill and is in need of some rest.
Anyway, last week I finished what I believe might be […]
A Lively Death
We are now on the seventh week of our game project, which means we are making it closer to the end. Beta is due for Friday and our programmers are working day and night to have everything ready till then, unlike myself who have barley got anything to do this week. However, it is quite a convenience since I am starting to feel ill and is in need of some rest.
Anyway, last week I finished what I believe might be […]