Daily Archives: March 5, 2015
Weekly blog assignment #4
Hello everyone and welcome back!
This week has had so many ups and downs. First I had trouble with the structure, then when I figured out how I should write the code I had some problems with the syntax. When I finally figure that out, the game just crashes over and over again. It has not been an easy (or fun) week. But when I finally solved it all I got so happy, for a day, then the game started to […]
Weekly blog assignment #4
Hello everyone and welcome back!
This week has had so many ups and downs. First I had trouble with the structure, then when I figured out how I should write the code I had some problems with the syntax. When I finally figure that out, the game just crashes over and over again. It has not been an easy (or fun) week. But when I finally solved it all I got so happy, for a day, then the game started to […]
Power-ups
One of the real monsters in the game
Magic writer is a game concept me and a group of other people are developing.
In this you play as a magician that has a holiday on a tropical beach. Unfortunately he is interrupted by monster invading the beach. Ah no holiday this time.
The magician is skilled in summoning magic. So he uses this to summon objects and throwing them with magic on the monsters. By doing this the monsters will be defeated […]
Power-ups
One of the real monsters in the game
Magic writer is a game concept me and a group of other people are developing.
In this you play as a magician that has a holiday on a tropical beach. Unfortunately he is interrupted by monster invading the beach. Ah no holiday this time.
The magician is skilled in summoning magic. So he uses this to summon objects and throwing them with magic on the monsters. By doing this the monsters will be defeated […]
Fancy Mansion – Pathfinding
This week I have been working with implementing an AI for Mr. Fancy, the owner of the Fancy Mansion. Mr. Fancy has a couple of states he enters, one where he patrols a path (we haven’t decided how this will be implemented, but probably with path-finding as well), one where he hears the player and moves to the tile the player was on (here we use path-finding), and a couple of other states where he chases and shoots the player.
Last […]
Fancy Mansion – Pathfinding
This week I have been working with implementing an AI for Mr. Fancy, the owner of the Fancy Mansion. Mr. Fancy has a couple of states he enters, one where he patrols a path (we haven’t decided how this will be implemented, but probably with path-finding as well), one where he hears the player and moves to the tile the player was on (here we use path-finding), and a couple of other states where he chases and shoots the player.
Last […]
The importance of using backups
This week, I’ve been working on improving the projectile and MenuState I’ve been working on before. My goal was to be finished with both the complete MenuState and the projectile by the end of this week. The reason why I wanted it done before this weekend is that our beta version of the game is coming up, and we want to finish things that are essential for our game. From former blog posts, both of these things are relatively finished […]
The importance of using backups
This week, I’ve been working on improving the projectile and MenuState I’ve been working on before. My goal was to be finished with both the complete MenuState and the projectile by the end of this week. The reason why I wanted it done before this weekend is that our beta version of the game is coming up, and we want to finish things that are essential for our game. From former blog posts, both of these things are relatively finished […]
Door class and levelmanager + problem
So what I have started to work on this week are a Door class that will interlock with the Levelmanager.
What does that mean? Well I so at first I needed to create doors that opened. Then something that I did not think about was asked of me from a graphic designer. He asked if I can do so the level changed between the different levels. I thought at first lets make it fast and easy. BUT then I ended with […]
Door class and levelmanager + problem
So what I have started to work on this week are a Door class that will interlock with the Levelmanager.
What does that mean? Well I so at first I needed to create doors that opened. Then something that I did not think about was asked of me from a graphic designer. He asked if I can do so the level changed between the different levels. I thought at first lets make it fast and easy. BUT then I ended with […]
Space Shooter Dev. 4
This is undoubtedly the worst Thursday of the year. Thursdays have a tendency to be Slightly Worse than other days of the week in my opinion, by no fault of their own but because Friday brings deadlines early in the day. So Fridays are really at fault, but you feel the pain of the deadline on the day before it, so Thursday takes all the blame, and Fridays get credit for being the best day of the week. It’s unfair, […]
Space Shooter Dev. 4
This is undoubtedly the worst Thursday of the year. Thursdays have a tendency to be Slightly Worse than other days of the week in my opinion, by no fault of their own but because Friday brings deadlines early in the day. So Fridays are really at fault, but you feel the pain of the deadline on the day before it, so Thursday takes all the blame, and Fridays get credit for being the best day of the week. It’s unfair, […]
Dragon Animation version 2.
Continuing the animation of the dragon.
I wrote about the animation of the dragon in a post 2 weeks ago, this week I will continue to write about the animation and the alterations I made to the wing design.
The last wing design I had was just something that I threw together to have some large wing but I eventually grew to dislike the way the way how the wings looked. So it was a very simple choice to alter the visual […]
Dragon Animation version 2.
Continuing the animation of the dragon.
I wrote about the animation of the dragon in a post 2 weeks ago, this week I will continue to write about the animation and the alterations I made to the wing design.
The last wing design I had was just something that I threw together to have some large wing but I eventually grew to dislike the way the way how the wings looked. So it was a very simple choice to alter the visual […]
Space Shooter Project Blog: Post #4
I’m back again, with more props for the game. As a level designer without any levels to make, I have been relocated to creating props for our levels instead. This time, I will show of my two first props this week, the fire extinguisher and the beds, which can be seen below.
These props are both relatively simple in design. The extinguisher was the first prop I made, and I will now cover the design process.
I started by […]
Space Shooter Project Blog: Post #4
I’m back again, with more props for the game. As a level designer without any levels to make, I have been relocated to creating props for our levels instead. This time, I will show of my two first props this week, the fire extinguisher and the beds, which can be seen below.
These props are both relatively simple in design. The extinguisher was the first prop I made, and I will now cover the design process.
I started by […]
The Green Warden – Report 4
Since last week’s post the group has decided on a simplified menu that will only feature a button for starting the game and one for exiting and thus we are trashing the whole options and loading part due to time restraint. The picture above is merely a simplified programmer-art version of how the new simplified menu would look like as we currently do not have any updated art from our artists on the new menu appearance. The black background […]
The Green Warden – Report 4
Since last week’s post the group has decided on a simplified menu that will only feature a button for starting the game and one for exiting and thus we are trashing the whole options and loading part due to time restraint. The picture above is merely a simplified programmer-art version of how the new simplified menu would look like as we currently do not have any updated art from our artists on the new menu appearance. The black background […]
Weekly blog assignment #4
Hello everyone and welcome back!
This week has had so many ups and downs. First I had trouble with the structure, then when I figured out how I should write the code I had some problems with the syntax. When I finally figure that out, the game just crashes over and over again. It has not been an easy (or fun) week. But when I finally solved it all I got so happy, for a day, then the game started to […]
Weekly blog assignment #4
Hello everyone and welcome back!
This week has had so many ups and downs. First I had trouble with the structure, then when I figured out how I should write the code I had some problems with the syntax. When I finally figure that out, the game just crashes over and over again. It has not been an easy (or fun) week. But when I finally solved it all I got so happy, for a day, then the game started to […]
Speldesign #4
Hej, nu tänker jag skriva lite om en artefakt jag arbetat på. Denna vecka har jag specifikt arbetat på en meny. Jag tog på mig detta för jag hade en idé om hur man skulle kunna göra. Jag testade min idé och den funkade fin fint. Jag gjorde med hjälp av programmet vi jobbar med (Visual Studio) att jag skrev fram tre olika texter. En för vardera alternativ.
Som alternativ har vi:
– Start Game
– Options
– Exit
Det är ganska uppenbart vad dom […]
Speldesign #4
Hej, nu tänker jag skriva lite om en artefakt jag arbetat på. Denna vecka har jag specifikt arbetat på en meny. Jag tog på mig detta för jag hade en idé om hur man skulle kunna göra. Jag testade min idé och den funkade fin fint. Jag gjorde med hjälp av programmet vi jobbar med (Visual Studio) att jag skrev fram tre olika texter. En för vardera alternativ.
Som alternativ har vi:
– Start Game
– Options
– Exit
Det är ganska uppenbart vad dom […]
Filler
Most of my time so far this week has been spent making adjustments to the Mole Munch sonic mole scare that repells the player untill broken , but because of some new sugestions that came up during playtesting we did today I am currently making an additional change to it so therefore I don´t think I that is what I should show.
Fortunately I´ve also been doing something else this week that I can show. With almost all of the graphics […]
Filler
Most of my time so far this week has been spent making adjustments to the Mole Munch sonic mole scare that repells the player untill broken , but because of some new sugestions that came up during playtesting we did today I am currently making an additional change to it so therefore I don´t think I that is what I should show.
Fortunately I´ve also been doing something else this week that I can show. With almost all of the graphics […]