Daily Archives: February 26, 2015
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 […]
spelutveckling #3
Denna vecka har jag fortsatt jobba på att hitta ljud och musik till vårat spel, jag har dock inte fått särskilt mycket gjort på grund av sjukdom men lite grann i alla fall. Jag har både kollat igenom ett ljudbibliotek som jag fick låna utan Finn och på internet, på bland annat sidor som freesound.org och freemusicarchive.org. Jag har främst försökt att hitta bakgrundsmusik till själva spelstadiet vilket är den musik spelaren kommer att höra mest utav så det måste […]
spelutveckling #3
Denna vecka har jag fortsatt jobba på att hitta ljud och musik till vårat spel, jag har dock inte fått särskilt mycket gjort på grund av sjukdom men lite grann i alla fall. Jag har både kollat igenom ett ljudbibliotek som jag fick låna utan Finn och på internet, på bland annat sidor som freesound.org och freemusicarchive.org. Jag har främst försökt att hitta bakgrundsmusik till själva spelstadiet vilket är den musik spelaren kommer att höra mest utav så det måste […]
Beta in a couple of weeks
This week we started working on the beta build of our game. At the presentation we did not get any criticism directed at the programming side of the game, so we did not see anything big that needed to be fixed. So instead we started discussing about what had to be added to the game. The most obvious thing is off course path finding so that we can actually use a map instead of just an open field like in […]
Beta in a couple of weeks
This week we started working on the beta build of our game. At the presentation we did not get any criticism directed at the programming side of the game, so we did not see anything big that needed to be fixed. So instead we started discussing about what had to be added to the game. The most obvious thing is off course path finding so that we can actually use a map instead of just an open field like in […]
Dragon Song Blogpost 3
Art
It has been an unusual week. The communication in the group seems to have toned down a bit after our alpha presentation last friday. I have for the most part just continued with the background image for our game. Polishing a few things and adding a few other. I have mostly reworked the large islands in the background from the ground up, using previous lines as a base.
When we showed our game during the play testing on the 16th of […]
Dragon Song Blogpost 3
Art
It has been an unusual week. The communication in the group seems to have toned down a bit after our alpha presentation last friday. I have for the most part just continued with the background image for our game. Polishing a few things and adding a few other. I have mostly reworked the large islands in the background from the ground up, using previous lines as a base.
When we showed our game during the play testing on the 16th of […]
Projectile creation and animation
This week I have continued making animations to the game. Since I last wrote about the dragon’s animation, this week, I will write about the making of the projectile. How it was made and the animation process.
I started with brainstorming the look of the projectile. It had to have some kind of relation to singing or some kind of tune. The visualization of the projectile should be a beam that traveled from the dragon to the crystallized enemy and shatter […]
Projectile creation and animation
This week I have continued making animations to the game. Since I last wrote about the dragon’s animation, this week, I will write about the making of the projectile. How it was made and the animation process.
I started with brainstorming the look of the projectile. It had to have some kind of relation to singing or some kind of tune. The visualization of the projectile should be a beam that traveled from the dragon to the crystallized enemy and shatter […]
The Green Warden – Report 3
Above is an example of how the main menu would look like.Artist: Eva Sokolova
This week, work has progressed on creating a functioning menu. I was able to take away code that was not needed for the menu and predeclared a few classes to make it work.
The reason for the slow progress is that I have insufficient skill to productively execute the task, which is also why I was given the main menu to play with and learn. I have […]
The Green Warden – Report 3
Above is an example of how the main menu would look like.Artist: Eva Sokolova
This week, work has progressed on creating a functioning menu. I was able to take away code that was not needed for the menu and predeclared a few classes to make it work.
The reason for the slow progress is that I have insufficient skill to productively execute the task, which is also why I was given the main menu to play with and learn. I have […]
2D Game Project: Control Freak
New week, new adventures.
I have been promoted so to speak to Lead design for our game project The Last Signal. With this comes a whole new bunch of responsibilities. One of which is ensuring the game is as good as we can make it. And a big thing with a game are the controls.
After we had our first playtesting with a bigger crowd we got a lot of feedback on the controls of the game. Some felt that they were […]
2D Game Project: Control Freak
New week, new adventures.
I have been promoted so to speak to Lead design for our game project The Last Signal. With this comes a whole new bunch of responsibilities. One of which is ensuring the game is as good as we can make it. And a big thing with a game are the controls.
After we had our first playtesting with a bigger crowd we got a lot of feedback on the controls of the game. Some felt that they were […]
Space Shooter Project. Blog 3. HUD Mockups
So for this blogpost I am going to go through some different HUD variations that I have been working on for our game Mole Munch. Our HUD does not have to feature a lot of different information but what it entails still needs to be displayed clearly and work artistically with the rest of the game. We have also pretty recently begun working on our interface and not everything is set in stone as far as its design goes. These […]
Space Shooter Project. Blog 3. HUD Mockups
So for this blogpost I am going to go through some different HUD variations that I have been working on for our game Mole Munch. Our HUD does not have to feature a lot of different information but what it entails still needs to be displayed clearly and work artistically with the rest of the game. We have also pretty recently begun working on our interface and not everything is set in stone as far as its design goes. These […]