Daily Archives: May 7, 2014

Slightly Coded – Potbellied King – Dev Post 7

Remember when I tried to post these once a day at a fixed time? Those were good days…
To the point, my workload this week consists of making a good highscore-screen, a good start-screen and to bind the players kinect skeleton to the king. While I’ve done what I can on the start screen and am working towards the completition of a highscore-screen I did run into some trouble regardin binding the players skeleton to the king’s model (yeah, the king’s […]

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Program: Programming

Slightly Coded – Potbellied King – Dev Post 7

Remember when I tried to post these once a day at a fixed time? Those were good days…
To the point, my workload this week consists of making a good highscore-screen, a good start-screen and to bind the players kinect skeleton to the king. While I’ve done what I can on the start screen and am working towards the completition of a highscore-screen I did run into some trouble regardin binding the players skeleton to the king’s model (yeah, the king’s […]

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Program: Programming

day 19

I’ve made it so that the player and the NPCs are better synced in movement. What I did was actually rather simple, as the only edit needed was that I set the NPCs’ “readyfornextstep” bool variable to true in the beginning. This means that they wait for the player to move first, which makes the entire movement a lot smoother.
We finally got a android tablet from the university! This means I’ll be able to convert our game for the mobile […]

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Program: Programming

day 19

I’ve made it so that the player and the NPCs are better synced in movement. What I did was actually rather simple, as the only edit needed was that I set the NPCs’ “readyfornextstep” bool variable to true in the beginning. This means that they wait for the player to move first, which makes the entire movement a lot smoother.
We finally got a android tablet from the university! This means I’ll be able to convert our game for the mobile […]

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Program: Programming

Upgrades

This week I have been working on developing the background image since it was very flat and boring and did not really blend with the other environmental elements. This was also true for the totem pole and we have gotten feedback stating that we should do something more with it. So I gave the totem pole some highlights and shadows that also gave the coloured blocks some texture. The background I gave some texture by adding old looking stone tiles […]

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Program: Graphics

Upgrades

This week I have been working on developing the background image since it was very flat and boring and did not really blend with the other environmental elements. This was also true for the totem pole and we have gotten feedback stating that we should do something more with it. So I gave the totem pole some highlights and shadows that also gave the coloured blocks some texture. The background I gave some texture by adding old looking stone tiles […]

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Program: Graphics

Levels

So we made it through Alpha and have two weeks to make the game ready for beta where it will be practically done. We made some changes to the project, first of all the player now controls a car instead of a humanoid, this was done as both our graphical group members had to quit the motion capture course and animating a car is considerably simpler than a running person. The second change is that we will be using pre-made […]

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Program: Programming

Levels

So we made it through Alpha and have two weeks to make the game ready for beta where it will be practically done. We made some changes to the project, first of all the player now controls a car instead of a humanoid, this was done as both our graphical group members had to quit the motion capture course and animating a car is considerably simpler than a running person. The second change is that we will be using pre-made […]

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Program: Programming

Levels

So we made it through Alpha and have two weeks to make the game ready for beta where it will be practically done. We made some changes to the project, first of all the player now controls a car instead of a humanoid, this was done as both our graphical group members had to quit the motion capture course and animating a car is considerably simpler than a running person. The second change is that we will be using pre-made […]

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Program: Programming

Levels

So we made it through Alpha and have two weeks to make the game ready for beta where it will be practically done. We made some changes to the project, first of all the player now controls a car instead of a humanoid, this was done as both our graphical group members had to quit the motion capture course and animating a car is considerably simpler than a running person. The second change is that we will be using pre-made […]

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Program: Programming

Temple of Light (28 April-4 May)

Last week I spent most of my time trying to implement light into the levels. The biggest problem I had was to get a cozy atmosphere in the levels but still make it playable and not to dark. The reason this was so hard was because our temple is positioned inside/under a mountain. An easy way to get the right type of light would have been to have windows for example which would let me use the light from the […]

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Program: Programming

Temple of Light (28 April-4 May)

Last week I spent most of my time trying to implement light into the levels. The biggest problem I had was to get a cozy atmosphere in the levels but still make it playable and not to dark. The reason this was so hard was because our temple is positioned inside/under a mountain. An easy way to get the right type of light would have been to have windows for example which would let me use the light from the […]

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Program: Programming

Temple of Light (28 April-4 May)

Last week I spent most of my time trying to implement light into the levels. The biggest problem I had was to get a cozy atmosphere in the levels but still make it playable and not to dark. The reason this was so hard was because our temple is positioned inside/under a mountain. An easy way to get the right type of light would have been to have windows for example which would let me use the light from the […]

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Program: Programming

Temple of Light (28 April-4 May)

Last week I spent most of my time trying to implement light into the levels. The biggest problem I had was to get a cozy atmosphere in the levels but still make it playable and not to dark. The reason this was so hard was because our temple is positioned inside/under a mountain. An easy way to get the right type of light would have been to have windows for example which would let me use the light from the […]

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Program: Programming