Monthly Archives: May 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

18

Today my work has contained creating a “stop” function to make the player’s movement stop at the next queued tile.After that, I worked on making the vision cone for the NPCs. No, not to make them detect the player, but to make the vision cone visible to the player.I started off trying to make the vision cone with Gizmos (a type of visual debugging system in Unity) but after a hour I realized that it wasn’t especially well suited for […]

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Program: Programming

18

Today my work has contained creating a “stop” function to make the player’s movement stop at the next queued tile.After that, I worked on making the vision cone for the NPCs. No, not to make them detect the player, but to make the vision cone visible to the player.I started off trying to make the vision cone with Gizmos (a type of visual debugging system in Unity) but after a hour I realized that it wasn’t especially well suited for […]

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Program: Programming

Fourth week of development!

Last week was an exciting week for me and the group in general! We have a game now, kind of. Our alpha is feature complete and we are ready this week for a feature freeze.
A lot of work went in to squash out the bugs in the movement system this week, and making sure it works for all cases. I devoted the first 2-3 days of last week to this. Also, we added items! Three items are in the game. […]

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Program: Programming

Fourth week of development!

Last week was an exciting week for me and the group in general! We have a game now, kind of. Our alpha is feature complete and we are ready this week for a feature freeze.
A lot of work went in to squash out the bugs in the movement system this week, and making sure it works for all cases. I devoted the first 2-3 days of last week to this. Also, we added items! Three items are in the game. […]

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Program: Programming

Mechropolis – The Grabber And It’s Chain

We call this cute little thing the Grabber. It’s able to fire it’s claw at a distance and grab onto things. A clever player might lure it into pulling a lever that is out of reach, or fuse it with a Controller (a robot that enables a fusion to be controlled by the player) and hookshot over a chasm.
One thing about this robot that we knew would be a challenge when we designed it is it’s ability to fire the […]

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Program: Programming

Mechropolis – The Grabber And It’s Chain

We call this cute little thing the Grabber. It’s able to fire it’s claw at a distance and grab onto things. A clever player might lure it into pulling a lever that is out of reach, or fuse it with a Controller (a robot that enables a fusion to be controlled by the player) and hookshot over a chasm.
One thing about this robot that we knew would be a challenge when we designed it is it’s ability to fire the […]

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Program: Programming

Fourth week of development!

Last week was an exciting week for me and the group in general! We have a game now, kind of. Our alpha is feature complete and we are ready this week for a feature freeze.
A lot of work went in to squash out the bugs in the movement system this week, and making sure it works for all cases. I devoted the first 2-3 days of last week to this. Also, we added items! Three items are in the game. […]

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Program: Programming

Fourth week of development!

Last week was an exciting week for me and the group in general! We have a game now, kind of. Our alpha is feature complete and we are ready this week for a feature freeze.
A lot of work went in to squash out the bugs in the movement system this week, and making sure it works for all cases. I devoted the first 2-3 days of last week to this. Also, we added items! Three items are in the game. […]

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Program: Programming

Mechropolis – The Grabber And It’s Chain

We call this cute little thing the Grabber. It’s able to fire it’s claw at a distance and grab onto things. A clever player might lure it into pulling a lever that is out of reach, or fuse it with a Controller (a robot that enables a fusion to be controlled by the player) and hookshot over a chasm.
One thing about this robot that we knew would be a challenge when we designed it is it’s ability to fire the […]

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Program: Programming

Mechropolis – The Grabber And It’s Chain

We call this cute little thing the Grabber. It’s able to fire it’s claw at a distance and grab onto things. A clever player might lure it into pulling a lever that is out of reach, or fuse it with a Controller (a robot that enables a fusion to be controlled by the player) and hookshot over a chasm.
One thing about this robot that we knew would be a challenge when we designed it is it’s ability to fire the […]

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Program: Programming