Daily Archives: March 12, 2015
Space Shooter Project Blog: Post #5
For this post I will cover the cryopod asset present of the ship of our game. This will replace the beds I created previously, as they simply didn’t fit thematically nor with the narrative I myself wrote for the game. Go figure. Either way, this is the process of the cryopod creation.
Since I knew one of our cinematic images had portrayed a cryopod as displayed in the picture above, I figured this was as good a place to start […]
Space Shooter Project Blog: Post #5
For this post I will cover the cryopod asset present of the ship of our game. This will replace the beds I created previously, as they simply didn’t fit thematically nor with the narrative I myself wrote for the game. Go figure. Either way, this is the process of the cryopod creation.
Since I knew one of our cinematic images had portrayed a cryopod as displayed in the picture above, I figured this was as good a place to start […]
Fancy Mansion – Artificial Intelligence
Last week I did some pre-work for making path-finding work in our game, and this week’s work took off right after last week’s work ended. This week I have been working with getting the AI for Mr. Fancy implemented, making him move to the location where the player made a sound (i.e. when the player is running). Something I have also implemented is a kind of a field of view for Mr. Fancy, which makes him chase the player if they […]
Fancy Mansion – Artificial Intelligence
Last week I did some pre-work for making path-finding work in our game, and this week’s work took off right after last week’s work ended. This week I have been working with getting the AI for Mr. Fancy implemented, making him move to the location where the player made a sound (i.e. when the player is running). Something I have also implemented is a kind of a field of view for Mr. Fancy, which makes him chase the player if they […]
Dev Log V
Mole munch är vår tagning på hur man gör ett arkadigt mullvadsspel där du skall undvika fienden som studsar mot väggarna och plocka upp grönsakerna. Man kan vara under jord där man är halvt skyddad från mullvadsfångarna. Ifall de ser en jordhög som man lämnar efter sig så kommer dem att fylla den med vatten.
Det grafiska uttrycket som vi söker till spelet är tänkt att vara av den enklare och mer tecknade stilen. Detta eftersom vi vill få spelaren att […]
Dev Log V
Mole munch är vår tagning på hur man gör ett arkadigt mullvadsspel där du skall undvika fienden som studsar mot väggarna och plocka upp grönsakerna. Man kan vara under jord där man är halvt skyddad från mullvadsfångarna. Ifall de ser en jordhög som man lämnar efter sig så kommer dem att fylla den med vatten.
Det grafiska uttrycket som vi söker till spelet är tänkt att vara av den enklare och mer tecknade stilen. Detta eftersom vi vill få spelaren att […]
Week 8 of the Piñata – HUD in a different order
This is a continuation on last weeks work, which was on the GUI and HUD. In short I were making the different bars and working out effects that tells the player what is going on while they play the game. For this week I have changed it around as well as tweeked some shapes in it.
The week kicked off with playtesting of our game and we gathered the feedback and went over it, discussing how we could use it and […]
Week 8 of the Piñata – HUD in a different order
This is a continuation on last weeks work, which was on the GUI and HUD. In short I were making the different bars and working out effects that tells the player what is going on while they play the game. For this week I have changed it around as well as tweeked some shapes in it.
The week kicked off with playtesting of our game and we gathered the feedback and went over it, discussing how we could use it and […]
Veckan innan Beta
Detta är den sista veckan innan Beta och Beta presentation imorgon bitti. Jag har varit så stressad och haft så mycket saker att göra denna vecka. Tyvärr det ha varit som när man har så mycket att göra så att du bara inte kan få något gjort alls. Jag har haft en riktigt dålig vecka där jag har jobbat lite på designen dokumentet (läs om det här) för att uppdatera det, vi har också fått feedback på dokumentet från […]
Veckan innan Beta
Detta är den sista veckan innan Beta och Beta presentation imorgon bitti. Jag har varit så stressad och haft så mycket saker att göra denna vecka. Tyvärr det ha varit som när man har så mycket att göra så att du bara inte kan få något gjort alls. Jag har haft en riktigt dålig vecka där jag har jobbat lite på designen dokumentet (läs om det här) för att uppdatera det, vi har också fått feedback på dokumentet från […]
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 […]
”GameOverState”
Den här veckan tänker jag skriva lite om hur jag tänkte när jag gjorde ”GameOverState” klassen och även lite om huvudmenyn då det är en och samma sak, bara i olika klasser.”GameOverState” klassen påminner mycket om meny klassen som jag gjorde förra veckan. Jag tog meny klassen som bas för att göra ”gameover”, när spelaren dör / blir fasttagen av fienden så ska spelaren se ”gameover” skärmen som är ett separat ”gamestate”.
”GameOverState” har för […]
”GameOverState”
Den här veckan tänker jag skriva lite om hur jag tänkte när jag gjorde ”GameOverState” klassen och även lite om huvudmenyn då det är en och samma sak, bara i olika klasser.”GameOverState” klassen påminner mycket om meny klassen som jag gjorde förra veckan. Jag tog meny klassen som bas för att göra ”gameover”, när spelaren dör / blir fasttagen av fienden så ska spelaren se ”gameover” skärmen som är ett separat ”gamestate”.
”GameOverState” har för […]
Game Development Blog 5
This is was the last week before the beta show off in our Game Development course. This week I have been doing all sorts of things to finish stuff before the beta show off, but just like the previous two weeks I will focus this blog on AI since I feel like that is the biggest single task I have worked on during the week.
So last week I described how I wanted my AI to work, when to go for […]
Game Development Blog 5
This is was the last week before the beta show off in our Game Development course. This week I have been doing all sorts of things to finish stuff before the beta show off, but just like the previous two weeks I will focus this blog on AI since I feel like that is the biggest single task I have worked on during the week.
So last week I described how I wanted my AI to work, when to go for […]
Fixing a Level Design
So I dedicated part of this week to restructuring our level design map. The initial map were only lines and thus it was really cluttered and hard to read. The point of the map is to provide the person who builds the map with the information necessary to do so. Everything need to be easy to read, easily discernible and provide a clear structure to follow when building it. The first draft I made failed to deliver on all of […]
Fixing a Level Design
So I dedicated part of this week to restructuring our level design map. The initial map were only lines and thus it was really cluttered and hard to read. The point of the map is to provide the person who builds the map with the information necessary to do so. Everything need to be easy to read, easily discernible and provide a clear structure to follow when building it. The first draft I made failed to deliver on all of […]
it’s the little things
Ok now we are getting really close to the beta for our game. Which is tomorrow In fact. And whit this we have to fix the little things that are remaining for our game to be more complete than before. And especially this week I have been working on several things which includes fixing our second enemy’s attack and also the font for our hand held artificial companion (H.A.C).
So first was some bug fixing regarding our second enemy. Our second […]
it’s the little things
Ok now we are getting really close to the beta for our game. Which is tomorrow In fact. And whit this we have to fix the little things that are remaining for our game to be more complete than before. And especially this week I have been working on several things which includes fixing our second enemy’s attack and also the font for our hand held artificial companion (H.A.C).
So first was some bug fixing regarding our second enemy. Our second […]
Game Development –Introduction: Week 7
So this week…This week I had the impeccable timing to get sick, which lines up perfectly with the Beta-deadline this Friday . That means there is not as much to talk about as I would like but I have worked on the second enemy type.
So, the second enemy type is the Ranged type. While designing this enemy type I applied the principles we learned about creating a distinct silhouettes and adjusting function to form. So where the Melee enemy […]
Game Development –Introduction: Week 7
So this week…This week I had the impeccable timing to get sick, which lines up perfectly with the Beta-deadline this Friday . That means there is not as much to talk about as I would like but I have worked on the second enemy type.
So, the second enemy type is the Ranged type. While designing this enemy type I applied the principles we learned about creating a distinct silhouettes and adjusting function to form. So where the Melee enemy […]