Monthly Archives: April 2014
Slightly Coded – Potbellied King – Dev Post 5
Today I started working on the HUD, I didn’t do as much progress as I’d hoped for so I guess I’ll have to work some extra tonight to make up for it. I hate crunching so I’m probably going to take a few breaks to sleep.
Another issue present is the fact that we have to combine our projects into one single for the Alpha presentation. Right now we have some trouble syncing it all toghether meaning that we need to […]
Slightly Coded – Potbellied King – Dev Post 5
Today I started working on the HUD, I didn’t do as much progress as I’d hoped for so I guess I’ll have to work some extra tonight to make up for it. I hate crunching so I’m probably going to take a few breaks to sleep.
Another issue present is the fact that we have to combine our projects into one single for the Alpha presentation. Right now we have some trouble syncing it all toghether meaning that we need to […]
Day 15
This morning was interesting, having slept through both my alarms I awoke just before 11, more rested than I have any weekday the last month, and hurried off to work.the work on the project was far less eventful, though, as more time was spent chasing down annoying bugs so that we have a functioning prototype to show off on friday.During the day, most bugs were luckily eliminated, and the game now works pretty much as intended.
Day 15
This morning was interesting, having slept through both my alarms I awoke just before 11, more rested than I have any weekday the last month, and hurried off to work.the work on the project was far less eventful, though, as more time was spent chasing down annoying bugs so that we have a functioning prototype to show off on friday.During the day, most bugs were luckily eliminated, and the game now works pretty much as intended.
The project
It has been a while since my last post! Working on the first drafts for all the animations and map objects takes up most of my time right now. The focus for us artists on the project has been to create as much placeholder graphic as possible to fill out the alpha version of the game, these placeholders then works as the foundation for the final product.
The best thing about working with first and second drafts and placeholder graphics, is […]
The project
It has been a while since my last post! Working on the first drafts for all the animations and map objects takes up most of my time right now. The focus for us artists on the project has been to create as much placeholder graphic as possible to fill out the alpha version of the game, these placeholders then works as the foundation for the final product.
The best thing about working with first and second drafts and placeholder graphics, is […]
Attracting people; A second try
I wasnt that pleased of the last result i had regarding the banner, so i dug around and got a second chance in creating a new one.
I consulted Nicodemus (A guest lecturer in the Game design program) about my banner and he gave me some good pointers. My previous banner lacked a good construction, the main focus in the picture fell on the middle part of the picture where the “&” sign was located. And applying the characters to the […]
Attracting people; A second try
I wasnt that pleased of the last result i had regarding the banner, so i dug around and got a second chance in creating a new one.
I consulted Nicodemus (A guest lecturer in the Game design program) about my banner and he gave me some good pointers. My previous banner lacked a good construction, the main focus in the picture fell on the middle part of the picture where the “&” sign was located. And applying the characters to the […]
Slightly Coded – Potbellied King – Dev. Post 4
WELL! Last post I said that I would post the very next day about what I’d done but… I kind of forgot. So I’m posting today instead, hopefully this won’t be a thing that happens far too often.
So we had another Quality Time with Marcus yesterday and it went alot better than the last one (that’s not saying alot though since last time was rather abyssmal) we had far more to show and most of the group members were there […]
Slightly Coded – Potbellied King – Dev. Post 4
WELL! Last post I said that I would post the very next day about what I’d done but… I kind of forgot. So I’m posting today instead, hopefully this won’t be a thing that happens far too often.
So we had another Quality Time with Marcus yesterday and it went alot better than the last one (that’s not saying alot though since last time was rather abyssmal) we had far more to show and most of the group members were there […]
Week 3
On Monday I had a meeting with the producer where we discussed a lot about the game design. We felt that it needed change and what we changed was the function of the items and how the levels were going to be design. Before the items was consumables that the player buy online, but we felt that with this system you had to design a level so that a player could finish them without items. This took focus away from […]
Week 3
On Monday I had a meeting with the producer where we discussed a lot about the game design. We felt that it needed change and what we changed was the function of the items and how the levels were going to be design. Before the items was consumables that the player buy online, but we felt that with this system you had to design a level so that a player could finish them without items. This took focus away from […]
Week 3
On Monday I had a meeting with the producer where we discussed a lot about the game design. We felt that it needed change and what we changed was the function of the items and how the levels were going to be design. Before the items was consumables that the player buy online, but we felt that with this system you had to design a level so that a player could finish them without items. This took focus away from […]
Week 3
On Monday I had a meeting with the producer where we discussed a lot about the game design. We felt that it needed change and what we changed was the function of the items and how the levels were going to be design. Before the items was consumables that the player buy online, but we felt that with this system you had to design a level so that a player could finish them without items. This took focus away from […]
Big Game Project: Fourth week
Here is a screen-shot of a few entities I have created so far. I have come to a point where I can safely tell more in depth of my work as I am more secure about how I do things and I feel that I have enough quality in everything. I’ll tell a bit about my work process and more in depth of how Unreal Engine works and other programs that I use.
Photoshop
I Mainly use Photoshop as a tool […]
Big Game Project: Fourth week
Here is a screen-shot of a few entities I have created so far. I have come to a point where I can safely tell more in depth of my work as I am more secure about how I do things and I feel that I have enough quality in everything. I’ll tell a bit about my work process and more in depth of how Unreal Engine works and other programs that I use.
Photoshop
I Mainly use Photoshop as a tool […]
Big Game Project: Fourth week
Here is a screen-shot of a few entities I have created so far. I have come to a point where I can safely tell more in depth of my work as I am more secure about how I do things and I feel that I have enough quality in everything. I’ll tell a bit about my work process and more in depth of how Unreal Engine works and other programs that I use.
Photoshop
I Mainly use Photoshop as a tool […]
Big Game Project: Fourth week
Here is a screen-shot of a few entities I have created so far. I have come to a point where I can safely tell more in depth of my work as I am more secure about how I do things and I feel that I have enough quality in everything. I’ll tell a bit about my work process and more in depth of how Unreal Engine works and other programs that I use.
Photoshop
I Mainly use Photoshop as a tool […]
Day 14
Today I’m continuing work with the item gui support. I have an idea how I am to get the data between scenes. Apparently there’s a native function in Unity called “Player prefs” that might be suitable to our needs.
Though progress with the items have been temporarily halted as bugs in the existing code have been unveiled, and need to be fixed.
Day 14
Today I’m continuing work with the item gui support. I have an idea how I am to get the data between scenes. Apparently there’s a native function in Unity called “Player prefs” that might be suitable to our needs.
Though progress with the items have been temporarily halted as bugs in the existing code have been unveiled, and need to be fixed.
Getting it together
We had our weekly Quality Time meeting with Marcus today and we was not satisfied with our work since the lest meeting. Hopefully this will be a good motivator for the entire group.
Today i worked on adjusting the RPM slider. My first version had the slider button to be placed at the same X coordinate as the current rotation speed divided by a thousand. This worked for a simple test to make sure the slider could move from input but […]
Getting it together
We had our weekly Quality Time meeting with Marcus today and we was not satisfied with our work since the lest meeting. Hopefully this will be a good motivator for the entire group.
Today i worked on adjusting the RPM slider. My first version had the slider button to be placed at the same X coordinate as the current rotation speed divided by a thousand. This worked for a simple test to make sure the slider could move from input but […]
Getting it together
We had our weekly Quality Time meeting with Marcus today and we was not satisfied with our work since the lest meeting. Hopefully this will be a good motivator for the entire group.
Today i worked on adjusting the RPM slider. My first version had the slider button to be placed at the same X coordinate as the current rotation speed divided by a thousand. This worked for a simple test to make sure the slider could move from input but […]
Getting it together
We had our weekly Quality Time meeting with Marcus today and we was not satisfied with our work since the lest meeting. Hopefully this will be a good motivator for the entire group.
Today i worked on adjusting the RPM slider. My first version had the slider button to be placed at the same X coordinate as the current rotation speed divided by a thousand. This worked for a simple test to make sure the slider could move from input but […]