Monthly Archives: February 2015
Artifact 3, Heartbeat bat
Artifact 3
So this week I am going to write about my work with the bats power up effects.
I started my work with experimenting with some different lightning effects and my first visual thought about the power up. Since the power up literally would give the bat energy and make the bat empowered, my first thought was to make the bat look like he got empowered with lightning and that the lightning would crackle out from the bat wings. I […]
Artifact 3, Heartbeat bat
Artifact 3
So this week I am going to write about my work with the bats power up effects.
I started my work with experimenting with some different lightning effects and my first visual thought about the power up. Since the power up literally would give the bat energy and make the bat empowered, my first thought was to make the bat look like he got empowered with lightning and that the lightning would crackle out from the bat wings. I […]
My first A*pathfinding
This week my job has been to create a pathfinding system for our game Green Warden. For tower-defence-like game it needs a pathfinding system thats not just functional but also cheap for the processor to handle. As some probably know a tower-defence game could have hundreds of enemies on screen at the same time searching their way through a maze and obstacles. Sometimes the enemies must also be able to interrupt their current path to attack nearby towers and then, […]
My first A*pathfinding
This week my job has been to create a pathfinding system for our game Green Warden. For tower-defence-like game it needs a pathfinding system thats not just functional but also cheap for the processor to handle. As some probably know a tower-defence game could have hundreds of enemies on screen at the same time searching their way through a maze and obstacles. Sometimes the enemies must also be able to interrupt their current path to attack nearby towers and then, […]
Blog post no. 3: More Powerups
Tjenare,
Återigen så ska jag skriva om powerups. Det jag har pysslat med denna vecka, till skillnad från förra veckan, är att jag har börjat fokusera på enbart powerups. Fram till betan så skall jag få samtliga powerups implementerade och funktionella på rätt sätt. Idag, Torsdagen den 26/2, samt igår så har jag arbetat med vår rustning. Det är en rustning som man kan stjäla av Otto som gör så att spelaren rör sig långsammare samt kan ta två skott istället […]
Blog post no. 3: More Powerups
Tjenare,
Återigen så ska jag skriva om powerups. Det jag har pysslat med denna vecka, till skillnad från förra veckan, är att jag har börjat fokusera på enbart powerups. Fram till betan så skall jag få samtliga powerups implementerade och funktionella på rätt sätt. Idag, Torsdagen den 26/2, samt igår så har jag arbetat med vår rustning. Det är en rustning som man kan stjäla av Otto som gör så att spelaren rör sig långsammare samt kan ta två skott istället […]
Work going forward. Slowly.
This week I have no interesting solutions for problems to write about. The planning says I am supposed to work on sound effects that will give the player feedback upon picking up an object. Each kind of pickup object will have its own sound: coin, armor, light, painting, bear pelt and vase. Unfortunately I have not had time to start on these sounds, because I’ve been thinking about implementing pathfinding and dynamic lighting, as well as working on a task […]
Work going forward. Slowly.
This week I have no interesting solutions for problems to write about. The planning says I am supposed to work on sound effects that will give the player feedback upon picking up an object. Each kind of pickup object will have its own sound: coin, armor, light, painting, bear pelt and vase. Unfortunately I have not had time to start on these sounds, because I’ve been thinking about implementing pathfinding and dynamic lighting, as well as working on a task […]
Mer effekter, mer effekter (Byter till svenska)
Den här veckan har jag jobbat på animationer för diverse effekter som kommer från de olika power-upsen spelarn använder under spelets gång. Jag har även jobbat på designen för våran main-meny.
Animationer
När jag jobbade på animationerna var det första jag tänkte på färgerna. Detta gjorde jag för färgerna har stor betydelse då spelaren lätt ska kunna se skillnad på de olika effekterna och även ha en chans att kunna lista ut vad den power-upen gör för något. Exempel på det här […]
Mer effekter, mer effekter (Byter till svenska)
Den här veckan har jag jobbat på animationer för diverse effekter som kommer från de olika power-upsen spelarn använder under spelets gång. Jag har även jobbat på designen för våran main-meny.
Animationer
När jag jobbade på animationerna var det första jag tänkte på färgerna. Detta gjorde jag för färgerna har stor betydelse då spelaren lätt ska kunna se skillnad på de olika effekterna och även ha en chans att kunna lista ut vad den power-upen gör för något. Exempel på det här […]
Work going forward. Slowly.
This week I have no interesting solutions for problems to write about. The planning says I am supposed to work on sound effects that will give the player feedback upon picking up an object. Each kind of pickup object will have its own sound: coin, armor, light, painting, bear pelt and vase. Unfortunately I have not had time to start on these sounds, because I’ve been thinking about implementing pathfinding and dynamic lighting, as well as working on a task […]
Work going forward. Slowly.
This week I have no interesting solutions for problems to write about. The planning says I am supposed to work on sound effects that will give the player feedback upon picking up an object. Each kind of pickup object will have its own sound: coin, armor, light, painting, bear pelt and vase. Unfortunately I have not had time to start on these sounds, because I’ve been thinking about implementing pathfinding and dynamic lighting, as well as working on a task […]
GAME DEV: IMPLEMENTATION OF SOUND
In last Friday we had our presentation of the Alfa prototype. It was not a success! The reason was that it was quite incomplete. As we are four graphics and two programmers in the group we had chosen to have a symmetric view of the game because it is more challenging and demanding with a graphical point of view and easier to program. That was what we thought! It showed to be vice versa concerning the program part, it´s much […]
GAME DEV: IMPLEMENTATION OF SOUND
In last Friday we had our presentation of the Alfa prototype. It was not a success! The reason was that it was quite incomplete. As we are four graphics and two programmers in the group we had chosen to have a symmetric view of the game because it is more challenging and demanding with a graphical point of view and easier to program. That was what we thought! It showed to be vice versa concerning the program part, it´s much […]
Game Development Blog 3
This was our first week after Alpha in our game development course, when we started really doing planning out stuff for beta. My big task for this week was researching and starting to implement our new and improved AI.
Our Programming teacher Tommi had told us that he would dedicate both lessons this week to explaining AI, more specifically A* (pronounced A star). A* is a method of finding the shortest route to the destination for an AI to take.
So I […]
Game Development Blog 3
This was our first week after Alpha in our game development course, when we started really doing planning out stuff for beta. My big task for this week was researching and starting to implement our new and improved AI.
Our Programming teacher Tommi had told us that he would dedicate both lessons this week to explaining AI, more specifically A* (pronounced A star). A* is a method of finding the shortest route to the destination for an AI to take.
So I […]
Animating enemies
My team’s space shooter game has crystal enemies in it. They are moving across the screen in sync with the beat of the background music. To get the highest score, the player must hit an enemy as close to the beat pulse as possible. Instead of giving only audio feedback to help the player get a higher score, we wanted the enemies to give some visual feedback as well. Therefore I have animated two of our enemies that will change along […]
Animating enemies
My team’s space shooter game has crystal enemies in it. They are moving across the screen in sync with the beat of the background music. To get the highest score, the player must hit an enemy as close to the beat pulse as possible. Instead of giving only audio feedback to help the player get a higher score, we wanted the enemies to give some visual feedback as well. Therefore I have animated two of our enemies that will change along […]
A not so productive week with problems.
Hey there!
During this week I haven´t got so much work done unfortunately since I have run into some problem with parts of my code evolving animations and this is pretty much what I have been spending my week on trying to fit it into our game. Since we for this course have changed library from SDL (Simple DirectMedia Layer) and are now working with SFML (Simple and Fast Multimedia Library) we can not reuse our old animation files since they would need […]
A not so productive week with problems.
Hey there!
During this week I haven´t got so much work done unfortunately since I have run into some problem with parts of my code evolving animations and this is pretty much what I have been spending my week on trying to fit it into our game. Since we for this course have changed library from SDL (Simple DirectMedia Layer) and are now working with SFML (Simple and Fast Multimedia Library) we can not reuse our old animation files since they would need […]
GAME DEVELOPMENT WEEKLY BLOG POST NR3. LOOT ITEMS
The weeks flies by and time for another weekly blog post.
This week I have been drawn items for the player to be able to loot. These items have values and some of em have power ups that the player can use for her advantage. Also there are items that works as a trap but they have a high value because of the high risk to be detected by the antagonist.
A example of a item that I have worked on is […]
GAME DEVELOPMENT WEEKLY BLOG POST NR3. LOOT ITEMS
The weeks flies by and time for another weekly blog post.
This week I have been drawn items for the player to be able to loot. These items have values and some of em have power ups that the player can use for her advantage. Also there are items that works as a trap but they have a high value because of the high risk to be detected by the antagonist.
A example of a item that I have worked on is […]
Ambient Pressure Level Design
Due to the art of the game now having little for me to do, I was tasked with helping our level designer by coming up with a few level designs this week. As such, I spent a lot of the week brainstorming, and having little to show for my work.
However, as today rolled in, I had enough to do a few level suggestions.
The main issue with designing levels for this game is the […]
Ambient Pressure Level Design
Due to the art of the game now having little for me to do, I was tasked with helping our level designer by coming up with a few level designs this week. As such, I spent a lot of the week brainstorming, and having little to show for my work.
However, as today rolled in, I had enough to do a few level suggestions.
The main issue with designing levels for this game is the […]