Monthly Archives: March 2014
Codename: Haunted Light – Automatic Tiling
This week have been a really productive one in terms of features completed. First off, I’ve done some finishing touches on the Pathfinding algorithm which I wrote about in last weeks’ post and all that remains now is to give each enemy it’s AI-logic.
One of Haunted Lights more prominent feature is it’s re-generation of levels. Because of that particular feature we need to have the level to […]
Codename: Haunted Light – Automatic Tiling
This week have been a really productive one in terms of features completed. First off, I’ve done some finishing touches on the Pathfinding algorithm which I wrote about in last weeks’ post and all that remains now is to give each enemy it’s AI-logic.
One of Haunted Lights more prominent feature is it’s re-generation of levels. Because of that particular feature we need to have the level to […]
Haunted Light – Text and menu functionality, mostly
Hello. This week I’ve mainly been working on adding the functionalities and text in the options menu as well as making the credits screen. I’ve also been working on AI for one of the enemies in the game, but since I’m not finished with it just yet, I’m only going to cover it using pseudo code and not the code behind it. The AI will hopefully be finished tomorrow.
This is how the Options menu looks now. Not too […]
Haunted Light – Text and menu functionality, mostly
Hello. This week I’ve mainly been working on adding the functionalities and text in the options menu as well as making the credits screen. I’ve also been working on AI for one of the enemies in the game, but since I’m not finished with it just yet, I’m only going to cover it using pseudo code and not the code behind it. The AI will hopefully be finished tomorrow.
This is how the Options menu looks now. Not too […]
Death
So it is only one week of the project left and there are not much left to do. This week we have discussed what we should lay focus on this last time. So the only animation we do not have made yet is the death animation. We have three ways for the spy and the guard to die: by getting strangled with the garrote, getting hit with a baton or getting shot with a gun. With this we should need […]
Death
So it is only one week of the project left and there are not much left to do. This week we have discussed what we should lay focus on this last time. So the only animation we do not have made yet is the death animation. We have three ways for the spy and the guard to die: by getting strangled with the garrote, getting hit with a baton or getting shot with a gun. With this we should need […]
Artifact of the week: More stars
So last week I wrote about how we used stars as collectibles. Since then we continued to work on that among other things to get our game done for Beta. After being able to spawn stars from dead enemies and pick them up we wanted the to show the player the count as well. The reason behind why we rather show the stars than to hide them is that in the end our game is about high score. There for […]
Artifact of the week: More stars
So last week I wrote about how we used stars as collectibles. Since then we continued to work on that among other things to get our game done for Beta. After being able to spawn stars from dead enemies and pick them up we wanted the to show the player the count as well. The reason behind why we rather show the stars than to hide them is that in the end our game is about high score. There for […]
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 […]
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 […]
Playground Panic #6 – More aesthetic stuff
So this week I haven’t worked on any “major” artifacts, but instead a whole bunch of minor things and bug-fixes. This unfortunately means that it gets harder and harder to make these blog-posts :/
Oh well, continuing on with the aesthetic things I talked about last week, here’s a little on how we show that a level (or day as we call it) is completed.
In our game, we have normal kids and “special” kids that you need to hurry and get […]
Playground Panic #6 – More aesthetic stuff
So this week I haven’t worked on any “major” artifacts, but instead a whole bunch of minor things and bug-fixes. This unfortunately means that it gets harder and harder to make these blog-posts :/
Oh well, continuing on with the aesthetic things I talked about last week, here’s a little on how we show that a level (or day as we call it) is completed.
In our game, we have normal kids and “special” kids that you need to hurry and get […]
Game Development- Introduction. Blog Post – 6
Now it’s only a week left before the final presentation occurs. We have all features of our game implemented so we are now focuses on finish all our levels in the game. As i said last week, we will have one tutorial level on the top floor of the building, which then continues with three bigger levels until you reach the lowest/first floor.
In my group i am the person who has taken the responsibility to create our level design. I […]
Game Development- Introduction. Blog Post – 6
Now it’s only a week left before the final presentation occurs. We have all features of our game implemented so we are now focuses on finish all our levels in the game. As i said last week, we will have one tutorial level on the top floor of the building, which then continues with three bigger levels until you reach the lowest/first floor.
In my group i am the person who has taken the responsibility to create our level design. I […]
Game Development- Introduction. Blog Post – 6
Now it’s only a week left before the final presentation occurs. We have all features of our game implemented so we are now focuses on finish all our levels in the game. As i said last week, we will have one tutorial level on the top floor of the building, which then continues with three bigger levels until you reach the lowest/first floor.
In my group i am the person who has taken the responsibility to create our level design. I […]
Game Development- Introduction. Blog Post – 6
Now it’s only a week left before the final presentation occurs. We have all features of our game implemented so we are now focuses on finish all our levels in the game. As i said last week, we will have one tutorial level on the top floor of the building, which then continues with three bigger levels until you reach the lowest/first floor.
In my group i am the person who has taken the responsibility to create our level design. I […]
The sounds none thinks about. Weekly blog post
Hello peps.
Another week another blogg post.
This week I’ve been focusing entirely on sound. Sound Effects which I’ve been struggling with a lot. So this week I had enough with programs that did’t want to work with me and started using FL Studio. The program is created for house music mainly but it has been working fine for me in creating sound effects. At the same time I got to borrow a extern music card, headphones and mic from a buddy […]
The sounds none thinks about. Weekly blog post
Hello peps.
Another week another blogg post.
This week I’ve been focusing entirely on sound. Sound Effects which I’ve been struggling with a lot. So this week I had enough with programs that did’t want to work with me and started using FL Studio. The program is created for house music mainly but it has been working fine for me in creating sound effects. At the same time I got to borrow a extern music card, headphones and mic from a buddy […]
Music and wrapping up the art
Hello everyone, today I don’t have much to show you visually. I will however present to you, a demo of my music for the game. The music is here below. Note that this is not the complete version.
https://www.dropbox.com/s/1t7yy6unmt63wj0/Jazzysilence.mp3
It’s a jazzy tune for the game when you’re sneaking about. It was really hard to find good samples for the saxophone and the drums. Most of the drums and sax sounds are either really expensive or just generally hard to find. I […]
Music and wrapping up the art
Hello everyone, today I don’t have much to show you visually. I will however present to you, a demo of my music for the game. The music is here below. Note that this is not the complete version.
https://www.dropbox.com/s/1t7yy6unmt63wj0/Jazzysilence.mp3
It’s a jazzy tune for the game when you’re sneaking about. It was really hard to find good samples for the saxophone and the drums. Most of the drums and sax sounds are either really expensive or just generally hard to find. I […]
Upgrades for Everyone!
Last week I talked about the picture I made that shows how much you’ve upgraded your character’s outfit. I only talked about the first one last week so it seems fitting to talk about the other two levels this week.
These pictures are supposed to show progression as you upgrade your character. The reason why we decided on adding these pictures is because it is hard to tell exactly what happens to your character’s sprite because it is so small when […]
Upgrades for Everyone!
Last week I talked about the picture I made that shows how much you’ve upgraded your character’s outfit. I only talked about the first one last week so it seems fitting to talk about the other two levels this week.
These pictures are supposed to show progression as you upgrade your character. The reason why we decided on adding these pictures is because it is hard to tell exactly what happens to your character’s sprite because it is so small when […]