Daily Archives: March 12, 2015
Huvud-, Game Over- & Pause menyer – The Last Signal
Sammanfattning
Jag jobbar på spelkonceptet The Last Signal och det här är den sjunde veckan vi jobbat på det projektet. Den här veckan har jag lagt fokus på de olika menyerna som ska finnas i vårat spel, dessa är en Huvud-meny, en Game Over-meny och en Pause-meny. Jag har även jobbat till och från med ljud effekter.
Hur har arbetet gått?
Jag tycker att arbetet har gått relativt bra den här veckan, det har gått sakta men säkert fram och jag är rätt […]
Huvud-, Game Over- & Pause menyer – The Last Signal
Sammanfattning
Jag jobbar på spelkonceptet The Last Signal och det här är den sjunde veckan vi jobbat på det projektet. Den här veckan har jag lagt fokus på de olika menyerna som ska finnas i vårat spel, dessa är en Huvud-meny, en Game Over-meny och en Pause-meny. Jag har även jobbat till och från med ljud effekter.
Hur har arbetet gått?
Jag tycker att arbetet har gått relativt bra den här veckan, det har gått sakta men säkert fram och jag är rätt […]
Last week before Beta presentation, adding a tutorialscreen
Hello reader! Compared to how we felt one week before our Alpha presentation, our group is feeling a lot better when we go into the Beta presentation. During the Alpha presentation, we had only really basic gameplay without objectives, and no graphical implementation at all. We also lacked things like powerups and a projectile. To be fair, it didn’t look like a mole doing anything at all, it was just a square picking up squares being chased by squares. While […]
Last week before Beta presentation, adding a tutorialscreen
Hello reader! Compared to how we felt one week before our Alpha presentation, our group is feeling a lot better when we go into the Beta presentation. During the Alpha presentation, we had only really basic gameplay without objectives, and no graphical implementation at all. We also lacked things like powerups and a projectile. To be fair, it didn’t look like a mole doing anything at all, it was just a square picking up squares being chased by squares. While […]
Blogpost V – Fancy Mansion
This week on implementing items with the avatar animations.
My task this week has been to implement all the stealable items with the protagonist avatar animations. This week was a bit different since we have the Beta presentation in Friday and our sprint plan stretches through the weekend. This meant I had to prioritize what artefacts to do first in order to maybe implement them in the game in time for the presentation. My tactic thou were to first implement the […]
Blogpost V – Fancy Mansion
This week on implementing items with the avatar animations.
My task this week has been to implement all the stealable items with the protagonist avatar animations. This week was a bit different since we have the Beta presentation in Friday and our sprint plan stretches through the weekend. This meant I had to prioritize what artefacts to do first in order to maybe implement them in the game in time for the presentation. My tactic thou were to first implement the […]
Week 8 – Pause Screen
So we are closing up on the Beta presentation and during this week I have been working on the pause screen for our game Magic Writer.
In our group we have divided our graphical tasks in three stages to get a more solid and uniform art style. One person do a sketch, another one puts colour and shading on it and the third one finishes it up and gives it clean lines. We have been trying this method out for a […]
Week 8 – Pause Screen
So we are closing up on the Beta presentation and during this week I have been working on the pause screen for our game Magic Writer.
In our group we have divided our graphical tasks in three stages to get a more solid and uniform art style. One person do a sketch, another one puts colour and shading on it and the third one finishes it up and gives it clean lines. We have been trying this method out for a […]
LAST SIGNAL – H.A.C.
In order to relay information to the player we needed a way to give the player the right information needed at the right time. To do this we created the Handheld Artificial Companion, or H.A.C. for short. This allows us to relay information in the games universe without breaking the immersion that we want to achieve. The name comes from the narrative created by our level designer while he was designing the levels for the game.
The H.A.C. displays the text in a […]
LAST SIGNAL – H.A.C.
In order to relay information to the player we needed a way to give the player the right information needed at the right time. To do this we created the Handheld Artificial Companion, or H.A.C. for short. This allows us to relay information in the games universe without breaking the immersion that we want to achieve. The name comes from the narrative created by our level designer while he was designing the levels for the game.
The H.A.C. displays the text in a […]
Weekly blog assignment #5
Hi everyone!
I started out this week with finishing my bounce power-up, I did have some troubles with it as it had some bugs. After spending a considerable amount of time on it I asked for help from our lead code, after a few iterations we were able to solve it and now it works fine (most of the time).
The main thing I worked on this week was creating a instructions state, where the players can see two pictures that explains […]
Weekly blog assignment #5
Hi everyone!
I started out this week with finishing my bounce power-up, I did have some troubles with it as it had some bugs. After spending a considerable amount of time on it I asked for help from our lead code, after a few iterations we were able to solve it and now it works fine (most of the time).
The main thing I worked on this week was creating a instructions state, where the players can see two pictures that explains […]
Magic Writer – Week 5
This week has been very hectic for me with loads of school work. You can say that last week was wake up call when a friend of mine mentioned that we only have few weeks left of this course, this made me realize that I don’t have much time left for some old lingering works that needs to be done as soon as possible. Due to my sudden change in priorities I have sadly not put that much time on […]
Magic Writer – Week 5
This week has been very hectic for me with loads of school work. You can say that last week was wake up call when a friend of mine mentioned that we only have few weeks left of this course, this made me realize that I don’t have much time left for some old lingering works that needs to be done as soon as possible. Due to my sudden change in priorities I have sadly not put that much time on […]
GameDev: Reacting to the dangers of Mole Munch
Hi!
This week, I have been working on making Mole Munch feel more like an actual game by applying consequences to messing up, and a score based on the amount of vegetables the mole has eaten. First and foremost my task was to apply a game over screen which activates when the player collides with either gardener or flooding water.
This screen was all that I got to draw this week :b
This was all fine and dandy, but by adding consequences to messing […]
GameDev: Reacting to the dangers of Mole Munch
Hi!
This week, I have been working on making Mole Munch feel more like an actual game by applying consequences to messing up, and a score based on the amount of vegetables the mole has eaten. First and foremost my task was to apply a game over screen which activates when the player collides with either gardener or flooding water.
This screen was all that I got to draw this week :b
This was all fine and dandy, but by adding consequences to messing […]
Spelutveckling – Introduktion – projektarbetet / vecka 8
Senast jobbade jag med något som vi kallar för en warm up screen. Detta är som en mini tutorial innan spelet drar igång för att spelaren snabbt ska kunna få en bild över hur man spelar utan att behöva hoppa in i tutorial state. Vi kände att vårat spel har behov av detta för att våra kontroller är inte självklara, och för att vi vill förklara sambandet mellan att trollkarlen tänker på något, spelaren skriver det avtaren har i tankebubblan […]
Spelutveckling – Introduktion – projektarbetet / vecka 8
Senast jobbade jag med något som vi kallar för en warm up screen. Detta är som en mini tutorial innan spelet drar igång för att spelaren snabbt ska kunna få en bild över hur man spelar utan att behöva hoppa in i tutorial state. Vi kände att vårat spel har behov av detta för att våra kontroller är inte självklara, och för att vi vill förklara sambandet mellan att trollkarlen tänker på något, spelaren skriver det avtaren har i tankebubblan […]
The Door Class and Level Collision
So don’t be afraid there the last post was about this and it was not the working copy which I will now tell you about.
Yes the Door and level collision is fixed and now I will tell you how I with some help did it!.
First of the Level collision:
So after gaining help from a brilliant friend we used the debug tool to look over every part of the code that involved the collision between the player and the map.
What we […]
The Door Class and Level Collision
So don’t be afraid there the last post was about this and it was not the working copy which I will now tell you about.
Yes the Door and level collision is fixed and now I will tell you how I with some help did it!.
First of the Level collision:
So after gaining help from a brilliant friend we used the debug tool to look over every part of the code that involved the collision between the player and the map.
What we […]
Dragon Song Blogpost 5
This week has been a bit of a roller coaster. It started of fine. I was doing good on my way to finish my work with the background and parallaxing layers for the beta presentation tomorrow. But as it turned out, because of unforeseen events, I had to put aside the last parallax layer and divert my attention to other things.
This Wednesday we presented our games art assets for feedback and we got a lot of good feedback. Some we […]
Dragon Song Blogpost 5
This week has been a bit of a roller coaster. It started of fine. I was doing good on my way to finish my work with the background and parallaxing layers for the beta presentation tomorrow. But as it turned out, because of unforeseen events, I had to put aside the last parallax layer and divert my attention to other things.
This Wednesday we presented our games art assets for feedback and we got a lot of good feedback. Some we […]
”Wanted Animation”
The beta-crunch is on and this week our group have been totally focused on adding the last, important features to our game. But also cutting the features that we won’t be able to add in time for beta or final.
In our game the players avatar, the bat, has many different states that are all represented by a change of animation to the bat. Examples of these is: “flying” -the normal animation cycle of the bat flying without any powerup, “greenP” […]
”Wanted Animation”
The beta-crunch is on and this week our group have been totally focused on adding the last, important features to our game. But also cutting the features that we won’t be able to add in time for beta or final.
In our game the players avatar, the bat, has many different states that are all represented by a change of animation to the bat. Examples of these is: “flying” -the normal animation cycle of the bat flying without any powerup, “greenP” […]