Daily Archives: March 20, 2014
Escape – Group 4 – Week 9 – Level Editing – Part 2
3rd week working on the level design. With two weeks left on the project, I was supposed to spend the rest of the time to finish the last, largest and most complex level in the game. Instead, I spent most of the week to fix a mistake I missed last week.
When using the level editor, I sett the walls and outside boundaries by them dividing it into rectangles. I sett these rectangles by choosing coordinates for the upper left corner […]
Escape – Group 4 – Week 9 – Level Editing – Part 2
3rd week working on the level design. With two weeks left on the project, I was supposed to spend the rest of the time to finish the last, largest and most complex level in the game. Instead, I spent most of the week to fix a mistake I missed last week.
When using the level editor, I sett the walls and outside boundaries by them dividing it into rectangles. I sett these rectangles by choosing coordinates for the upper left corner […]
Finishing touches
So last blog post I made I talked about me being sick and equip, item and weapon manager. Because I got sick I was not able to finish them in time of the beta but being in a team a other teammate took the job so those are now finished and looking good.
So the game is now almost finished and now we are adding the finishing touches. I got two artifacts to make this week and one of them I was […]
Finishing touches
So last blog post I made I talked about me being sick and equip, item and weapon manager. Because I got sick I was not able to finish them in time of the beta but being in a team a other teammate took the job so those are now finished and looking good.
So the game is now almost finished and now we are adding the finishing touches. I got two artifacts to make this week and one of them I was […]
Making a Game Part 6 – Reconfigurable Hotkeys
Hello and welcome to this second to last blog post on the makings of this game.
So, this week I had some trouble deciding on which artifact to post about as I have been mostly fixing some issues and various bugs in the game, such as having no ammunition if you restart the game after winning and adding a small high-score system to motivate the player not to kill the guards as you now get a ninja-reward if you manage to complete the […]
Making a Game Part 6 – Reconfigurable Hotkeys
Hello and welcome to this second to last blog post on the makings of this game.
So, this week I had some trouble deciding on which artifact to post about as I have been mostly fixing some issues and various bugs in the game, such as having no ammunition if you restart the game after winning and adding a small high-score system to motivate the player not to kill the guards as you now get a ninja-reward if you manage to complete the […]
Story ‘Intro’
This week, I’ve been working on an intro ”cutscene” which we will play when you play the game for the first time. We wanted some sort of intro to give the player a sense of context. It is supposed to answer the questions ”What am I doing? Why am I here? Who am I?”.
The first stage was figuring out how much we wanted to tell the player. What can be told through the environment? What can’t?
Theodor made a few concepts […]
Story ‘Intro’
This week, I’ve been working on an intro ”cutscene” which we will play when you play the game for the first time. We wanted some sort of intro to give the player a sense of context. It is supposed to answer the questions ”What am I doing? Why am I here? Who am I?”.
The first stage was figuring out how much we wanted to tell the player. What can be told through the environment? What can’t?
Theodor made a few concepts […]
Iteration…AGAIN!
Hello again to the weekly blog post! I must yet again disappoint you in say that this week again will be iteration on animations.
This week I went back to finish the melee enemy because I noticed that there was a change in size between the movement animation and the attack animation. Another reason I had to work with this animation was that we got some feedback on the game testing that it was hard to see the police enemies because […]
Iteration…AGAIN!
Hello again to the weekly blog post! I must yet again disappoint you in say that this week again will be iteration on animations.
This week I went back to finish the melee enemy because I noticed that there was a change in size between the movement animation and the attack animation. Another reason I had to work with this animation was that we got some feedback on the game testing that it was hard to see the police enemies because […]
Iteration…AGAIN!
Hello again to the weekly blog post! I must yet again disappoint you in say that this week again will be iteration on animations.
This week I went back to finish the melee enemy because I noticed that there was a change in size between the movement animation and the attack animation. Another reason I had to work with this animation was that we got some feedback on the game testing that it was hard to see the police enemies because […]
Iteration…AGAIN!
Hello again to the weekly blog post! I must yet again disappoint you in say that this week again will be iteration on animations.
This week I went back to finish the melee enemy because I noticed that there was a change in size between the movement animation and the attack animation. Another reason I had to work with this animation was that we got some feedback on the game testing that it was hard to see the police enemies because […]
Particle Effects
Since there is only about a week left on this project and we have a working game that is almost finished, we are just adding things for fun (and sometimes because they are useful). This week I have been writing the code for adding particle effects in the game. We will use these effects when our charging enemies are loading their charge, right before our whack-a-mole boss comes out of the ground, when Barney (the avatar) dies and more things […]
Particle Effects
Since there is only about a week left on this project and we have a working game that is almost finished, we are just adding things for fun (and sometimes because they are useful). This week I have been writing the code for adding particle effects in the game. We will use these effects when our charging enemies are loading their charge, right before our whack-a-mole boss comes out of the ground, when Barney (the avatar) dies and more things […]
Stealth game: Items
In this post, I will put all of my focus on items and how they are used in the game.Since we are creating a top down stealth game we do need some items to make the game play more dynamic. It is no fun just to sneak/sprint trough the map and dodging the guards. With items, you can affect how the guard interacts with you and how they interact overall. One item is also needed to finish the level.
1. WeaponsWhat […]
Stealth game: Items
In this post, I will put all of my focus on items and how they are used in the game.Since we are creating a top down stealth game we do need some items to make the game play more dynamic. It is no fun just to sneak/sprint trough the map and dodging the guards. With items, you can affect how the guard interacts with you and how they interact overall. One item is also needed to finish the level.
1. WeaponsWhat […]
Finishing up
This post might come up a bit late on Babel, as I stayed in school late attending a group meeting and didn’t remember to write a blog post until I came home just a little while ago. For the same reason, this post is a little rushed, so my apologies.
In any case, it’s blogging day, and this will likely be my last big post on this project as our group has delegated next week to focusing on implementing everything in […]
Finishing up
This post might come up a bit late on Babel, as I stayed in school late attending a group meeting and didn’t remember to write a blog post until I came home just a little while ago. For the same reason, this post is a little rushed, so my apologies.
In any case, it’s blogging day, and this will likely be my last big post on this project as our group has delegated next week to focusing on implementing everything in […]
Game dev, Suit’em up – Ingame cinematics
Me and Jonas have worked hard on player feedback this week since it is the one thing that is missing from our game. He worked with boss healthbar and feedback when getting hit.
Malin has worked with particle effects for even more feedback. We need to implement them next week.
I made two really crude in-game cinematics to enhance the player feedback when the avatar is killed and when teleporting. I havn’t made cinematics with C++ before and I didn’t bother making […]
Game dev, Suit’em up – Ingame cinematics
Me and Jonas have worked hard on player feedback this week since it is the one thing that is missing from our game. He worked with boss healthbar and feedback when getting hit.
Malin has worked with particle effects for even more feedback. We need to implement them next week.
I made two really crude in-game cinematics to enhance the player feedback when the avatar is killed and when teleporting. I havn’t made cinematics with C++ before and I didn’t bother making […]
Menu Background
So far this week I’ve been finishing the main menu background. I think it turned out good, except I didn’t have time to add more playground things like a swing or some scattered toys. I decided to cut that to save time. But I still think the background works just fine.
Here it is without the menu buttons.
I am rather pleased with the result, I didn’t use any strange techniques or anything weird. It’s all done with a couple of […]
Menu Background
So far this week I’ve been finishing the main menu background. I think it turned out good, except I didn’t have time to add more playground things like a swing or some scattered toys. I decided to cut that to save time. But I still think the background works just fine.
Here it is without the menu buttons.
I am rather pleased with the result, I didn’t use any strange techniques or anything weird. It’s all done with a couple of […]
Sewing an optionsmenu
One week left until final. As graphic artists we are running out of things to do, and are mostly just polishing what we have, and adding some extras. One of those extras was that of a background for our options menu.
In our main menu screen, the options are reached by clicking on the sewing machine.
As such, we wanted some continuity and chose to switch the screen to one centering on the sewing machine itself, and center all the options […]
Sewing an optionsmenu
One week left until final. As graphic artists we are running out of things to do, and are mostly just polishing what we have, and adding some extras. One of those extras was that of a background for our options menu.
In our main menu screen, the options are reached by clicking on the sewing machine.
As such, we wanted some continuity and chose to switch the screen to one centering on the sewing machine itself, and center all the options […]