Yearly Archives: 2014
Big Game Project Week 6
Squash Animation fix
I fixed the problem that occurred whit my squash system that I talked about last week. I was not sure in the end of last week if I had fix it or not, but this time I feel pretty sure that it is fixed. The problem was the timing in between the player’s regular update and the squash systems update. The squash system is made of a coroutine that has its own update functionality. I think the problem […]
Big Game Project Week 6
Squash Animation fix
I fixed the problem that occurred whit my squash system that I talked about last week. I was not sure in the end of last week if I had fix it or not, but this time I feel pretty sure that it is fixed. The problem was the timing in between the player’s regular update and the squash systems update. The squash system is made of a coroutine that has its own update functionality. I think the problem […]
Logotype continue
Since today is the day we have to be finished with our logotype I have been working this week with a new version of our logotype.
I changed the position of the bear and also the style of the fish making it more realistic. I also took a screenshot as a background to match the logotype that I put on a sign.
I have been working with avatar animation this week and has done walking as well as battle animations. I also […]
Logotype continue
Since today is the day we have to be finished with our logotype I have been working this week with a new version of our logotype.
I changed the position of the bear and also the style of the fish making it more realistic. I also took a screenshot as a background to match the logotype that I put on a sign.
I have been working with avatar animation this week and has done walking as well as battle animations. I also […]
Logotype continue
Since today is the day we have to be finished with our logotype I have been working this week with a new version of our logotype.
I changed the position of the bear and also the style of the fish making it more realistic. I also took a screenshot as a background to match the logotype that I put on a sign.
I have been working with avatar animation this week and has done walking as well as battle animations. I also […]
Logotype continue
Since today is the day we have to be finished with our logotype I have been working this week with a new version of our logotype.
I changed the position of the bear and also the style of the fish making it more realistic. I also took a screenshot as a background to match the logotype that I put on a sign.
I have been working with avatar animation this week and has done walking as well as battle animations. I also […]
Day 20
Today was spent trying to figure out why my code for the touchscreen wasn’t working, and so far no results. I’ve followed a guide on dealing with touch input, but it seems not to work when implemented in Unity.Beyond that, I’ve also begun looking at printing out a visual grid system to aid players in seeing the individual squares on the game map.
Day 20
Today was spent trying to figure out why my code for the touchscreen wasn’t working, and so far no results. I’ve followed a guide on dealing with touch input, but it seems not to work when implemented in Unity.Beyond that, I’ve also begun looking at printing out a visual grid system to aid players in seeing the individual squares on the game map.
Graphics on the way!
A meeting with the group was held with our course coordinator, the call it “Quality Time”. So the point of this meeting is that we present what we have and how far we have come. We passed through the checkpoints but there is one thing still, and that is the graphics. We still don’t have all the textures in place, so we have Adam and Alex working on that.
Here is a screen sample:
A in game screen shot
The walls have been changed to […]
Graphics on the way!
A meeting with the group was held with our course coordinator, the call it “Quality Time”. So the point of this meeting is that we present what we have and how far we have come. We passed through the checkpoints but there is one thing still, and that is the graphics. We still don’t have all the textures in place, so we have Adam and Alex working on that.
Here is a screen sample:
A in game screen shot
The walls have been changed to […]
Alpha Footage
Here’s the footage I said I would upload, hope you like it.
Nya Horistonter: Speldesign i Snabb Utveckling
För att bli en bra speldesigner gäller det att greppa den senaste tekniken – men också att utvecklas som konstnär.
PÅ utbildningen i speldesign i Visby råder en kreativ miljö, där skissblocket och gitarren har sin givna plats bland datorerna.
Nya Horisonter visited the department and published a three page spread, interviewing our students and staff.
Nya Horistonter: Speldesign i Snabb Utveckling
För att bli en bra speldesigner gäller det att greppa den senaste tekniken – men också att utvecklas som konstnär.
PÅ utbildningen i speldesign i Visby råder en kreativ miljö, där skissblocket och gitarren har sin givna plats bland datorerna.
Nya Horisonter visited the department and published a three page spread, interviewing our students and staff.
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]