Monthly Archives: April 2014
day 10
Today my main focus has been on Enemy alert and attack behavior, and I’ve been (mostly) successful with implementing these states. I’ve also divided up the code for detecting the player in light and dark environments in order to reduce the size of an already large function.
Currently, a number of bugs with the attack behavior has revealed themselves, and I will proceed in working with resolving these.
day 10
Today my main focus has been on Enemy alert and attack behavior, and I’ve been (mostly) successful with implementing these states. I’ve also divided up the code for detecting the player in light and dark environments in order to reduce the size of an already large function.
Currently, a number of bugs with the attack behavior has revealed themselves, and I will proceed in working with resolving these.
Silly Saucer Banner
Here is the banner for my groups newest project, Silly Saucer. Ludwig has done all the the objects in the picture and I’ve done the touch up with composition, font and effects. I made the beginner mistake to work in a much too low resolution – I misunderstood the directions and read “pixels” instead of “millimeters”. The last hour before turn in I had to redo most of the picture and some effects got lost in the process due to […]
Silly Saucer Banner
Here is the banner for my groups newest project, Silly Saucer. Ludwig has done all the the objects in the picture and I’ve done the touch up with composition, font and effects. I made the beginner mistake to work in a much too low resolution – I misunderstood the directions and read “pixels” instead of “millimeters”. The last hour before turn in I had to redo most of the picture and some effects got lost in the process due to […]
Silly Saucer Banner
Here is the banner for my groups newest project, Silly Saucer. Ludwig has done all the the objects in the picture and I’ve done the touch up with composition, font and effects. I made the beginner mistake to work in a much too low resolution – I misunderstood the directions and read “pixels” instead of “millimeters”. The last hour before turn in I had to redo most of the picture and some effects got lost in the process due to […]
Silly Saucer Banner
Here is the banner for my groups newest project, Silly Saucer. Ludwig has done all the the objects in the picture and I’ve done the touch up with composition, font and effects. I made the beginner mistake to work in a much too low resolution – I misunderstood the directions and read “pixels” instead of “millimeters”. The last hour before turn in I had to redo most of the picture and some effects got lost in the process due to […]
Project Totem Update #2
Totemic Banner by Camilla Jacobsen
Update
Hi again!
The project is finally entering full production as off today. We’ll be having a stand-up scrum meeting, detailing the plan for our alpha build. The group has been working on defining content, building frame-works for said content and creating place-holder (first drafts) animations and graphics.
As we’re entering production, we’ve got our focus set on making sure that the Alpha covers our core-mechanics, level-structure and most importantly, seeing as how we’re creating a theme park […]
Project Totem Update #2
Totemic Banner by Camilla Jacobsen
Update
Hi again!
The project is finally entering full production as off today. We’ll be having a stand-up scrum meeting, detailing the plan for our alpha build. The group has been working on defining content, building frame-works for said content and creating place-holder (first drafts) animations and graphics.
As we’re entering production, we’ve got our focus set on making sure that the Alpha covers our core-mechanics, level-structure and most importantly, seeing as how we’re creating a theme park […]
Project Totem Update #2
Totemic Banner by Camilla Jacobsen
Update
Hi again!
The project is finally entering full production as off today. We’ll be having a stand-up scrum meeting, detailing the plan for our alpha build. The group has been working on defining content, building frame-works for said content and creating place-holder (first drafts) animations and graphics.
As we’re entering production, we’ve got our focus set on making sure that the Alpha covers our core-mechanics, level-structure and most importantly, seeing as how we’re creating a theme park […]
Project Totem Update #2
Totemic Banner by Camilla Jacobsen
Update
Hi again!
The project is finally entering full production as off today. We’ll be having a stand-up scrum meeting, detailing the plan for our alpha build. The group has been working on defining content, building frame-works for said content and creating place-holder (first drafts) animations and graphics.
As we’re entering production, we’ve got our focus set on making sure that the Alpha covers our core-mechanics, level-structure and most importantly, seeing as how we’re creating a theme park […]
Totemic Banner
We are getting well on our way on the Totemic projec, we are working hard but there is still very much to do. Last week I started working on our banner for our booth at the Gotland Game Conference that was due yesterday, even though easter got in the way I managed to schedule my time to finish it in time for the deadline without stressing too much.
Initially I had a lot of problems with the font for the logotype, […]
Totemic Banner
We are getting well on our way on the Totemic projec, we are working hard but there is still very much to do. Last week I started working on our banner for our booth at the Gotland Game Conference that was due yesterday, even though easter got in the way I managed to schedule my time to finish it in time for the deadline without stressing too much.
Initially I had a lot of problems with the font for the logotype, […]
Temple of Light
Temple of light, a first person puzzle game where the player use mirrors to direct light in order to finish the puzzles.
I, Charlie Claesson is the producer of Parhelion Entertainment, the group behind Temple of Light. I’m primarly a 3D artist as well, creating assets for the game when i have the time. Here’s a summary of the current 3 weeks that have past.
Week 1
Project start
I started to quickly create and design a SCRUM to use for our game development […]
Temple of Light
Temple of light, a first person puzzle game where the player use mirrors to direct light in order to finish the puzzles.
I, Charlie Claesson is the producer of Parhelion Entertainment, the group behind Temple of Light. I’m primarly a 3D artist as well, creating assets for the game when i have the time. Here’s a summary of the current 3 weeks that have past.
Week 1
Project start
I started to quickly create and design a SCRUM to use for our game development […]
Temple of Light
Temple of light, a first person puzzle game where the player use mirrors to direct light in order to finish the puzzles.
I, Charlie Claesson is the producer of Parhelion Entertainment, the group behind Temple of Light. I’m primarly a 3D artist as well, creating assets for the game when i have the time. Here’s a summary of the current 3 weeks that have past.
Week 1
Project start
I started to quickly create and design a SCRUM to use for our game development […]
Temple of Light
Temple of light, a first person puzzle game where the player use mirrors to direct light in order to finish the puzzles.
I, Charlie Claesson is the producer of Parhelion Entertainment, the group behind Temple of Light. I’m primarly a 3D artist as well, creating assets for the game when i have the time. Here’s a summary of the current 3 weeks that have past.
Week 1
Project start
I started to quickly create and design a SCRUM to use for our game development […]
Day 9
Finally found the big bug that had been making the player detection nonfunctional.After all this time, it was just because I had accidentally put “if(gameManager.U_player.transform.position == tile.transform.position” instead of “if(GameManager.U_player.transform.position.x == tile.transform.position.x)”For clarification, the former will NEVER be true, as the player’s Y-position is set to be 1.5f higher than that of the tiles.
I’ve also made an alternative function for dark environments, narrowing down the field of view of the NPC to a single line.
I’ve also started work on the […]
Day 9
Finally found the big bug that had been making the player detection nonfunctional.After all this time, it was just because I had accidentally put “if(gameManager.U_player.transform.position == tile.transform.position” instead of “if(GameManager.U_player.transform.position.x == tile.transform.position.x)”For clarification, the former will NEVER be true, as the player’s Y-position is set to be 1.5f higher than that of the tiles.
I’ve also made an alternative function for dark environments, narrowing down the field of view of the NPC to a single line.
I’ve also started work on the […]
Attracting people with banners!
Last week i had a task to draw a banner that would be placed at our game station, my lack in experience regarding the use of colors (as i have only worked with white an black) made this task too difficult to do, that is why i didn’t post anything last week, it wasn’t nearly done.
I will try to show you how i made this one and all of this wouldn’t have been done if not for the help i […]
Attracting people with banners!
Last week i had a task to draw a banner that would be placed at our game station, my lack in experience regarding the use of colors (as i have only worked with white an black) made this task too difficult to do, that is why i didn’t post anything last week, it wasn’t nearly done.
I will try to show you how i made this one and all of this wouldn’t have been done if not for the help i […]
Programming & Level Designing Tower Offensive, Pt 2
So it’s time for an update on what I did last week.
I said in the last post that I would write from the office, apparently I lied because I’m at home writing this now, two days late as well, I blame Easter… Back to what I did last week, It wasn’t much because Easter and relatives and family. I spent most of my time with bug fixing our GUI but I had time some smaller things as well. I managed […]
Programming & Level Designing Tower Offensive, Pt 2
So it’s time for an update on what I did last week.
I said in the last post that I would write from the office, apparently I lied because I’m at home writing this now, two days late as well, I blame Easter… Back to what I did last week, It wasn’t much because Easter and relatives and family. I spent most of my time with bug fixing our GUI but I had time some smaller things as well. I managed […]
Programming & Level Designing Tower Offensive, Pt 2
So it’s time for an update on what I did last week.
I said in the last post that I would write from the office, apparently I lied because I’m at home writing this now, two days late as well, I blame Easter… Back to what I did last week, It wasn’t much because Easter and relatives and family. I spent most of my time with bug fixing our GUI but I had time some smaller things as well. I managed […]
Programming & Level Designing Tower Offensive, Pt 2
So it’s time for an update on what I did last week.
I said in the last post that I would write from the office, apparently I lied because I’m at home writing this now, two days late as well, I blame Easter… Back to what I did last week, It wasn’t much because Easter and relatives and family. I spent most of my time with bug fixing our GUI but I had time some smaller things as well. I managed […]