Daily Archives: April 25, 2014

Warbreaking Point Weekly Round-up – April 18-25th

After a deserved Easter break together with my family, I’m now back on track with new mental energy for the Big Game Project. First of all, I have decided on a proper title for my game, which is “Warbreaking Point”. This was just something that I came up in my head while I was getting back from the Easter holiday.
Then, I’ll talk about what has also happened since the last post. Since that time, I’ve been looking into the Unity […]

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Program: Programming

Warbreaking Point Weekly Round-up – April 18-25th

After a deserved Easter break together with my family, I’m now back on track with new mental energy for the Big Game Project. First of all, I have decided on a proper title for my game, which is “Warbreaking Point”. This was just something that I came up in my head while I was getting back from the Easter holiday.
Then, I’ll talk about what has also happened since the last post. Since that time, I’ve been looking into the Unity […]

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Program: Programming

Fourth week of Big Game project


Time flies by and it is soon time to have an alpha presentation of our game. I would say that we are slightly behind schedule and that the next week will be critical in our development, but I still have complete faith in the team and that we will be able to catch up and present a complete alpha with all our features in the game.
This week I have worked on a fog of war system for the game. […]

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Program: Programming

Fourth week of Big Game project


Time flies by and it is soon time to have an alpha presentation of our game. I would say that we are slightly behind schedule and that the next week will be critical in our development, but I still have complete faith in the team and that we will be able to catch up and present a complete alpha with all our features in the game.
This week I have worked on a fog of war system for the game. […]

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Program: Programming

Week 4, E.R.A, Daniel Svensson

This week has been intriguing to say the least, we are deep into the production and almost half the time has passed and what have we to show for ourselves, what have we accomplished?
The short answer is: We have nothingThe long answer is: We have 70% of the game.
This might sound confusing so let me elaborate on why that is, we have spent a lot of time just getting the basics of the game functional. We have the champions map, […]

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Program: Programming

Week 4, E.R.A, Daniel Svensson

This week has been intriguing to say the least, we are deep into the production and almost half the time has passed and what have we to show for ourselves, what have we accomplished?
The short answer is: We have nothingThe long answer is: We have 70% of the game.
This might sound confusing so let me elaborate on why that is, we have spent a lot of time just getting the basics of the game functional. We have the champions map, […]

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Program: Programming

Day 11

Spent today at home, sick. Headaches and nausea made working… less than pleasant.After noon, the nausea disappeared almost entirely, and at 11pm the headaches finally lifted.

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Program: Programming

Day 11

Spent today at home, sick. Headaches and nausea made working… less than pleasant.After noon, the nausea disappeared almost entirely, and at 11pm the headaches finally lifted.

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Program: Programming

Slightly Coded – Potbellied King – Dev. Post 2

Did a bit of work today, actually not alot but it still managed to be quite helpful.
The first thing I had to do was to make it so that the thrown food in the game changes sprite depending on the type of food that is thrown. To do this I used the following code:
SpriteRenderer l_xRend = this.gameObject.GetComponent();l_xRend.sprite = m_xaSprites [m_iFoodnum];
I just discovered that I can’t copy-paste from unity for whatever reason, whenever I try it just ends up being weird […]

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Program: Programming

Slightly Coded – Potbellied King – Dev. Post 2

Did a bit of work today, actually not alot but it still managed to be quite helpful.
The first thing I had to do was to make it so that the thrown food in the game changes sprite depending on the type of food that is thrown. To do this I used the following code:
SpriteRenderer l_xRend = this.gameObject.GetComponent();l_xRend.sprite = m_xaSprites [m_iFoodnum];
I just discovered that I can’t copy-paste from unity for whatever reason, whenever I try it just ends up being weird […]

/ Comments Off on Slightly Coded – Potbellied King – Dev. Post 2
Program: Programming