Monthly Archives: February 2015

Tile-Set Implementation

This weeks blog post will be about the implementation of the tile-set. The main part of the tile-system is how it reads from a file.
The main function of the file reading system is called explode. Explode works in such a way that it creates a  vector for parts. The functions parameter defines what the delimiter will be and what sort of text it contains.
The function works in such a way that if I have a row of text in a […]

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Program: Programming

Tile-Set Implementation

This weeks blog post will be about the implementation of the tile-set. The main part of the tile-system is how it reads from a file.
The main function of the file reading system is called explode. Explode works in such a way that it creates a  vector for parts. The functions parameter defines what the delimiter will be and what sort of text it contains.
The function works in such a way that if I have a row of text in a […]

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Program: Programming

AI & structure

Hello!
So this week I have been working on the following AI and a better way to draw the rooms that the map are currently creating.
The first I did this week was start with a AI for our enemy number 2. But the as I have progressed slowly in the work and we are going to show an alpha this Friday (tomorrow). I decided to change my priority work this Wednesday.
As of now that might have been to late and I […]

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Program: Programming

AI & structure

Hello!
So this week I have been working on the following AI and a better way to draw the rooms that the map are currently creating.
The first I did this week was start with a AI for our enemy number 2. But the as I have progressed slowly in the work and we are going to show an alpha this Friday (tomorrow). I decided to change my priority work this Wednesday.
As of now that might have been to late and I […]

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Program: Programming

Game Development – Introduction: Week 4

Last week we handed in our Game Design Document and (since it ate 25 hours of my time last week, leaving little time for anything else) that’s what this post will be about (so you have been warned). Note that this blog post will not be the actual contents and nitpicks of the design document (since that’s what the document is for) but rather a description of the structure of our document. Hopefully you’ll find at least something valuable in […]

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Program: Graphics

Game Development – Introduction: Week 4

Last week we handed in our Game Design Document and (since it ate 25 hours of my time last week, leaving little time for anything else) that’s what this post will be about (so you have been warned). Note that this blog post will not be the actual contents and nitpicks of the design document (since that’s what the document is for) but rather a description of the structure of our document. Hopefully you’ll find at least something valuable in […]

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Program: Graphics

2D Game Project: State Flowchart

So another week is soon at its end and the game is coming along nicely. I sent it to a couple of friends to try it out and we also had a game testing session with the other groups from our class. Not only did we get a lot of feedback for our game we also had the opportunity to test the other projects. I personally is very impressed with the lot of them. Its really insane that we all […]

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Program: Graphics

2D Game Project: State Flowchart

So another week is soon at its end and the game is coming along nicely. I sent it to a couple of friends to try it out and we also had a game testing session with the other groups from our class. Not only did we get a lot of feedback for our game we also had the opportunity to test the other projects. I personally is very impressed with the lot of them. Its really insane that we all […]

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Program: Graphics

Blog 2 Group 4


Fancy mansion menu states
This week we felt the need to have some sort of win scenario before our game hits its alpha state since our pre alpha was basically just walking around and doing nothing. This week we implemented a way for your enemy to kill you. Otto (the enemy) will shoot you when he has detected you and is within a certain distance from you. He kills you with one shot, so you need to avoid or escape […]

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Program: Graphics

Blog 2 Group 4


Fancy mansion menu states
This week we felt the need to have some sort of win scenario before our game hits its alpha state since our pre alpha was basically just walking around and doing nothing. This week we implemented a way for your enemy to kill you. Otto (the enemy) will shoot you when he has detected you and is within a certain distance from you. He kills you with one shot, so you need to avoid or escape […]

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Program: Graphics

Ambient Pressure: the Enemies

This week I will be talking about the process of how the design for the enemies were created.
First of all, here is the end result:

How I came to this conclusion, can be read below.
We did have the concept document from the last group to go after, but I still wanted to create my own designs for our game. I used the enemies they had created and used as a base for my own ones. Which means, I kept the […]

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Program: Graphics

Ambient Pressure: the Enemies

This week I will be talking about the process of how the design for the enemies were created.
First of all, here is the end result:

How I came to this conclusion, can be read below.
We did have the concept document from the last group to go after, but I still wanted to create my own designs for our game. I used the enemies they had created and used as a base for my own ones. Which means, I kept the […]

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Program: Graphics

Regardin speedy power ups

The first designs for power ups for the game Mole Munch were done to get a feel for how we wanted them to look, before writing in stone exactly what they were going to do. I knew that I was limited to 32×32 pixels and that power ups had to be viewed strait from above. I also knew that they were going to be bugs, and that in the game they were to be found under ground.
At first I drew a few bugs […]

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Program: Graphics

Regardin speedy power ups

The first designs for power ups for the game Mole Munch were done to get a feel for how we wanted them to look, before writing in stone exactly what they were going to do. I knew that I was limited to 32×32 pixels and that power ups had to be viewed strait from above. I also knew that they were going to be bugs, and that in the game they were to be found under ground.
At first I drew a few bugs […]

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Program: Graphics

Update report?

It was a long time since i last posted something here so i thought i should write something. I will mostly talk and show some of the things i have been working on in 3D.
In 3D 2 we got an assignment to replicate a generator or an old wooden phone box from a picture. I chose the generator. The assignment was to do a lowpoly mesh with a polylimit of 6000, then a highpoly version that would make the normal […]

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Program: Graphics

Update report?

It was a long time since i last posted something here so i thought i should write something. I will mostly talk and show some of the things i have been working on in 3D.
In 3D 2 we got an assignment to replicate a generator or an old wooden phone box from a picture. I chose the generator. The assignment was to do a lowpoly mesh with a polylimit of 6000, then a highpoly version that would make the normal […]

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Program: Graphics

Animations

This week I have mostly been focusing on the different animations for the game npc’s and avatar. All though many different animations are and will be done. I have chosen to focus on the most challenging and interesting animation for me. The challenge of the flying of the dragon avatar was proven to be very hard than I anticipated. We needed the dragon animation to contribute to the game by stimulating a sense that the dragon is keeping the beat […]

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Program: Graphics

Animations

This week I have mostly been focusing on the different animations for the game npc’s and avatar. All though many different animations are and will be done. I have chosen to focus on the most challenging and interesting animation for me. The challenge of the flying of the dragon avatar was proven to be very hard than I anticipated. We needed the dragon animation to contribute to the game by stimulating a sense that the dragon is keeping the beat […]

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Program: Graphics

Animations

This week I have mostly been focusing on the different animations for the game npc’s and avatar. All though many different animations are and will be done. I have chosen to focus on the most challenging and interesting animation for me. The challenge of the flying of the dragon avatar was proven to be very hard than I anticipated. We needed the dragon animation to contribute to the game by stimulating a sense that the dragon is keeping the beat […]

/ Comments Off on Animations
Program: Graphics

Animations

This week I have mostly been focusing on the different animations for the game npc’s and avatar. All though many different animations are and will be done. I have chosen to focus on the most challenging and interesting animation for me. The challenge of the flying of the dragon avatar was proven to be very hard than I anticipated. We needed the dragon animation to contribute to the game by stimulating a sense that the dragon is keeping the beat […]

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Program: Graphics

Game Development Blog 2.

This week I will be talking about the level design we did for the ALPHA playtest.
This week, the 16/2- 2015, we had a playtest for our classmates in order to recieve feedback on our games, as well as what could be done with them, to see things from another perspective. As we did not have a proper level in the game yet, but had one design finished, we decided to implement that design in the engine previously than intended.
To do […]

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Program: Graphics

Game Development Blog 2.

This week I will be talking about the level design we did for the ALPHA playtest.
This week, the 16/2- 2015, we had a playtest for our classmates in order to recieve feedback on our games, as well as what could be done with them, to see things from another perspective. As we did not have a proper level in the game yet, but had one design finished, we decided to implement that design in the engine previously than intended.
To do […]

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Program: Graphics

Greedy Buggers – My latest work of concept art


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Program: Graphics

Greedy Buggers – My latest work of concept art


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Program: Graphics