Monthly Archives: February 2015
Artifact 2, Heartbeat bat
Artifact 2, Heartbeat bat
So this is week two of my blogging about the group 12 game project “heartbeat bat” and this week I am going to write about the construction about the bat character that you play as. In heartbeat bat you play as a bat that is trying to fly as fast as possible without getting hit by any obstacles that slows down your speed or get caught and slowed by enemies. By gathering speed boosts the bat […]
Artifact 2, Heartbeat bat
Artifact 2, Heartbeat bat
So this is week two of my blogging about the group 12 game project “heartbeat bat” and this week I am going to write about the construction about the bat character that you play as. In heartbeat bat you play as a bat that is trying to fly as fast as possible without getting hit by any obstacles that slows down your speed or get caught and slowed by enemies. By gathering speed boosts the bat […]
Suggestive pile of sound from the eighties
This week I have been working on developing a lot of different sounds for our game: Ambient pressure. The audio I am expected to compose is the one for: The monster fish, repellent power up, guiding arrow power up, a common sound for when all power ups are picked up and last but not least the menu music. Since I am only supposed to write about one certain artefact I will not explain the process behind all the mentioned features, […]
Suggestive pile of sound from the eighties
This week I have been working on developing a lot of different sounds for our game: Ambient pressure. The audio I am expected to compose is the one for: The monster fish, repellent power up, guiding arrow power up, a common sound for when all power ups are picked up and last but not least the menu music. Since I am only supposed to write about one certain artefact I will not explain the process behind all the mentioned features, […]
Ambient Pressure Buttons
I spent this week making the buttons for all of the menus and maintaining the Scrum Backlog. As I cannot find 400 words to write about the later, I simply will have to try with the former.
The main issue with the buttons has been to find a suitable font, as well as the changes in what exactly the buttons say. After a couple of times rewriting the buttons – changing font, changing actual words – the buttons have finally […]
Ambient Pressure Buttons
I spent this week making the buttons for all of the menus and maintaining the Scrum Backlog. As I cannot find 400 words to write about the later, I simply will have to try with the former.
The main issue with the buttons has been to find a suitable font, as well as the changes in what exactly the buttons say. After a couple of times rewriting the buttons – changing font, changing actual words – the buttons have finally […]
Ambient Pressure – Level 1(prototype tutorial)
My role in my group is part Lead Designer, part Level Designer. As Level Designer, I’ve had a hard time figuring out the proper way to do my job. Realizing the best way to teach the player is a big undertaking and forces me to take many things in account, many of which is beyond my current abilities. It is still a process undergoing and what is shown in this blog post will most likely not be in the final […]
Ambient Pressure – Level 1(prototype tutorial)
My role in my group is part Lead Designer, part Level Designer. As Level Designer, I’ve had a hard time figuring out the proper way to do my job. Realizing the best way to teach the player is a big undertaking and forces me to take many things in account, many of which is beyond my current abilities. It is still a process undergoing and what is shown in this blog post will most likely not be in the final […]
Fancy Mansion – Picking up items/Power-Ups
This week I’ve been working with items that the player should be able to pick up. The items currently implemented in the game are the candle that gives the player a wider vision radius, the armor and coins. The player can only hold one item at a time, except coins that are added to the score instead. When an item have been picked up it can be carried to a drop off zone. Upon dropping it on the drop off […]
Fancy Mansion – Picking up items/Power-Ups
This week I’ve been working with items that the player should be able to pick up. The items currently implemented in the game are the candle that gives the player a wider vision radius, the armor and coins. The player can only hold one item at a time, except coins that are added to the score instead. When an item have been picked up it can be carried to a drop off zone. Upon dropping it on the drop off […]
Week 5: The importance of detail!
Hello again!
So week 5 is coming to an end tomorrow with the presentation of our alpha build of Green Warden. Thanks to our programmers hard work today they managed to scramble together a functioning alpha with some of the core elements needed. I’ve been working on fixing up some sprites and parts of the GUI. However, I won’t be writing about a specific asset this time, as much as I will write about something else I’ve learned concerning designing and […]
Week 5: The importance of detail!
Hello again!
So week 5 is coming to an end tomorrow with the presentation of our alpha build of Green Warden. Thanks to our programmers hard work today they managed to scramble together a functioning alpha with some of the core elements needed. I’ve been working on fixing up some sprites and parts of the GUI. However, I won’t be writing about a specific asset this time, as much as I will write about something else I’ve learned concerning designing and […]
Last Signal – Room system
When coding for the Last Signal, I wanted to create an easier and faster way to create levels in the game rather than having to code each level individually. This would also allow our level designer to design the levels and test them without having to wait for us programmers generating the level and send the results back. This lead me to write what I call the Room System.
It reads in a .txt file that contains the relevant data for the […]
Last Signal – Room system
When coding for the Last Signal, I wanted to create an easier and faster way to create levels in the game rather than having to code each level individually. This would also allow our level designer to design the levels and test them without having to wait for us programmers generating the level and send the results back. This lead me to write what I call the Room System.
It reads in a .txt file that contains the relevant data for the […]
The Last Signal – Power Up Effect & Sound
Power-Up Effect
This week I have been working on sprites for a power-up effect that is going to be used for protection of the player and to damge enemies by bumping into them. I also got the time to revisit my astronaut design and correct some problems I had made.
First off, this was my design for the power up effect:
To the left we have the player sprite applied with the power-up effect sprite and to the left just the […]
The Last Signal – Power Up Effect & Sound
Power-Up Effect
This week I have been working on sprites for a power-up effect that is going to be used for protection of the player and to damge enemies by bumping into them. I also got the time to revisit my astronaut design and correct some problems I had made.
First off, this was my design for the power up effect:
To the left we have the player sprite applied with the power-up effect sprite and to the left just the […]
Making a stone projectile for Mole Munch
This last week before Alpha deadline for our game Mole Munch has been hectic. Our coding planning has not been the best, and this week we have been paying for that mistake. We still had a lot of things that needed to be implemented for the Alpha. Luckily, our game designer came to help us this last week so we could get the coding done faster. One of the things I coded this week was the projectile that our mole […]
Making a stone projectile for Mole Munch
This last week before Alpha deadline for our game Mole Munch has been hectic. Our coding planning has not been the best, and this week we have been paying for that mistake. We still had a lot of things that needed to be implemented for the Alpha. Luckily, our game designer came to help us this last week so we could get the coding done faster. One of the things I coded this week was the projectile that our mole […]
Weekly assignment #2 Enemy Character animations.
Greetings you all!
So we are two weeks in to our blog assignment, and that means another blog post! I am going to tell you all about what I have been doing this week, and how i did it, why i did it.
I was assigned to do the walk cycle (walking animations) of our enemy character. Since its for the alpha version this is just a draft, and not a finished version, so it will not be perfect.
First of all a walk […]
Weekly assignment #2 Enemy Character animations.
Greetings you all!
So we are two weeks in to our blog assignment, and that means another blog post! I am going to tell you all about what I have been doing this week, and how i did it, why i did it.
I was assigned to do the walk cycle (walking animations) of our enemy character. Since its for the alpha version this is just a draft, and not a finished version, so it will not be perfect.
First of all a walk […]
Game Development! Blogg post 2
Hi!
This is the second week of blog writing during our project for the game development course. This is the week we will present our Alpha up on stage, something I was chosen to do by our group.
But enough of that this blog is supposed to showcase something I have programmed this week. For my second post I will be focusing on the fog of war that I implemented this week with the help of Pontus Persson’s tutorial and a helping […]
Game Development! Blogg post 2
Hi!
This is the second week of blog writing during our project for the game development course. This is the week we will present our Alpha up on stage, something I was chosen to do by our group.
But enough of that this blog is supposed to showcase something I have programmed this week. For my second post I will be focusing on the fog of war that I implemented this week with the help of Pontus Persson’s tutorial and a helping […]
Magic Writer – Blogpost 2
So this week we implemented our power ups into our game, well, one of them at least, we got to start somewhere. So my assignment for this week was to draw the icons for these power ups. Yes I know that my primary role in the group is to be the Lead Sound, but that does not exclude me from all the other works that needs to be done. And even though we only implemented one power up in our […]
Magic Writer – Blogpost 2
So this week we implemented our power ups into our game, well, one of them at least, we got to start somewhere. So my assignment for this week was to draw the icons for these power ups. Yes I know that my primary role in the group is to be the Lead Sound, but that does not exclude me from all the other works that needs to be done. And even though we only implemented one power up in our […]