Daily Archives: March 19, 2015
Week 9: Tutorial
This week, the group and I have worked on a possible tutorial for our game. We did not want it to be something the player has to go through and repeat every time they restart the game, but instead something that feels more optional to the player, or something they can simply ignore in case they already know how to play.
We already have a separate part of the level which is dedicated to teaching the player things – it consists […]
Week 9: Tutorial
This week, the group and I have worked on a possible tutorial for our game. We did not want it to be something the player has to go through and repeat every time they restart the game, but instead something that feels more optional to the player, or something they can simply ignore in case they already know how to play.
We already have a separate part of the level which is dedicated to teaching the player things – it consists […]
New lava monster
This is the week of our crunch. Next week I plan to dedicate to writing reports and maybe doing some small tweaks on the game. We have made some changes to our gameplay since the property system was not clear enough. Before we had four types of enemies and four types of items and that lead to some confusion. It was clear to most people that ice dealt more damages towards fire and vice versa but the connection between dead […]
New lava monster
This is the week of our crunch. Next week I plan to dedicate to writing reports and maybe doing some small tweaks on the game. We have made some changes to our gameplay since the property system was not clear enough. Before we had four types of enemies and four types of items and that lead to some confusion. It was clear to most people that ice dealt more damages towards fire and vice versa but the connection between dead […]
Creating a Sound Wave Charge Meter
In my last blog post, I wrote about how I animated a huge sound wave that will move over the screen and destroy any enemies that comes in its way. The attack is charged by rapidly tapping a key until the attack is ready. To show when the sound wave is ready to be launched, I have created a meter that fills up while you tap the key.
I re-used the score multiplier that […]
Creating a Sound Wave Charge Meter
In my last blog post, I wrote about how I animated a huge sound wave that will move over the screen and destroy any enemies that comes in its way. The attack is charged by rapidly tapping a key until the attack is ready. To show when the sound wave is ready to be launched, I have created a meter that fills up while you tap the key.
I re-used the score multiplier that […]
Creating a Sound Wave Charge Meter
In my last blog post, I wrote about how I animated a huge sound wave that will move over the screen and destroy any enemies that comes in its way. The attack is charged by rapidly tapping a key until the attack is ready. To show when the sound wave is ready to be launched, I have created a meter that fills up while you tap the key.
I re-used the score multiplier that […]
Creating a Sound Wave Charge Meter
In my last blog post, I wrote about how I animated a huge sound wave that will move over the screen and destroy any enemies that comes in its way. The attack is charged by rapidly tapping a key until the attack is ready. To show when the sound wave is ready to be launched, I have created a meter that fills up while you tap the key.
I re-used the score multiplier that […]
Root implementation
Time once again for a blog post, this week I’ve been working mostly on my project report, but I’ve also been looking on some tweaks for the game. I have been working with trying to implement roots while underground which would give the player hints on where the vegetables on the top level is. However, this wasn’t too complicated.
The way it was done was basically to add a texture and a sprite to the constructor of the vegetable class, this […]
Root implementation
Time once again for a blog post, this week I’ve been working mostly on my project report, but I’ve also been looking on some tweaks for the game. I have been working with trying to implement roots while underground which would give the player hints on where the vegetables on the top level is. However, this wasn’t too complicated.
The way it was done was basically to add a texture and a sprite to the constructor of the vegetable class, this […]
Last Signal – Asset Implementation
This week I have been working on implementing the assets that are not taken care of in the Room System, such as music, sounds, menus and animations.
The music and sounds are handled through a soundmanager that was used during a previous project and is simply being reused with some tweaking. Since we are using the SFML library for this project we have to rewrite some of the earlier code since in the previous project it was made to be used […]
Last Signal – Asset Implementation
This week I have been working on implementing the assets that are not taken care of in the Room System, such as music, sounds, menus and animations.
The music and sounds are handled through a soundmanager that was used during a previous project and is simply being reused with some tweaking. Since we are using the SFML library for this project we have to rewrite some of the earlier code since in the previous project it was made to be used […]
Sonic Blast
The end is near and now it seems like the only thing I do is to try and fix, clean up or rework the different crazy and broken programing solutions in our game. It’s early pre-alpha code, dressed up for alpha, repainted for beta and now we are having the great task of deciding how much to fix with just duct tape and a paint job and how much we need to fix “for real”.
One of the many things that […]
Sonic Blast
The end is near and now it seems like the only thing I do is to try and fix, clean up or rework the different crazy and broken programing solutions in our game. It’s early pre-alpha code, dressed up for alpha, repainted for beta and now we are having the great task of deciding how much to fix with just duct tape and a paint job and how much we need to fix “for real”.
One of the many things that […]
Touching up on the UI.
This week I took to finishing the task of changing the UI to better fit our control scheme and to make it feel more intuitive to use and look at. Our previous UI featured bars to help the player keep track of pickups, powerups, glowsticks and to notify the player when he or she carried to much or a heavy object, as well as a score counter. They were all aligned vertically on the left edge of the screen.
This was […]
Touching up on the UI.
This week I took to finishing the task of changing the UI to better fit our control scheme and to make it feel more intuitive to use and look at. Our previous UI featured bars to help the player keep track of pickups, powerups, glowsticks and to notify the player when he or she carried to much or a heavy object, as well as a score counter. They were all aligned vertically on the left edge of the screen.
This was […]
Last blogpost for Mole Munch – Fixing syntax in code
Hello! We’ve now reached the final blogpost for our Mole Munch project. Our beta presentation went well, but as a group, we didn’t feel like we wanted to add a lot more things to our game. Some adjustments were decided to be made, especially on the coding side, but most art will remain intact. The reasoning for this decision was that we all wanted to focus on our project reports. But we also felt a bit fed up with Mole […]
Last blogpost for Mole Munch – Fixing syntax in code
Hello! We’ve now reached the final blogpost for our Mole Munch project. Our beta presentation went well, but as a group, we didn’t feel like we wanted to add a lot more things to our game. Some adjustments were decided to be made, especially on the coding side, but most art will remain intact. The reasoning for this decision was that we all wanted to focus on our project reports. But we also felt a bit fed up with Mole […]
Speldesign #6
Denna gång tänker jag skriva om vad jobbat med nyligen. Jag har arbetat mycket på att få en snyggare HUD (Heads-Up-Display) och även med en mycket svårare del som har krävt mycket tid. AI (artificiell intelligens). Men först, lite HUD.
Som jag nämnde i tidigare blogg så har jag arbetat en hel del med HUD på senaste. I början så var det bara två olika bars som representerade spelarens liv och energi. Men efter att ha haft testare som spelat så […]
Speldesign #6
Denna gång tänker jag skriva om vad jobbat med nyligen. Jag har arbetat mycket på att få en snyggare HUD (Heads-Up-Display) och även med en mycket svårare del som har krävt mycket tid. AI (artificiell intelligens). Men först, lite HUD.
Som jag nämnde i tidigare blogg så har jag arbetat en hel del med HUD på senaste. I början så var det bara två olika bars som representerade spelarens liv och energi. Men efter att ha haft testare som spelat så […]
Fancy Mansion – Adding more AI with pickups
This week I have been working with implementing more of the functionality with the different pickups and how they work with the AI. We have a number of items you can pick up and when you carry a specific item the AI of Mr. Fancy will work in different ways. For example, Mr. Fancy will not shoot you if you carry the armor and he have not seen you move. As stated in a previous post the player picks things up by […]
Fancy Mansion – Adding more AI with pickups
This week I have been working with implementing more of the functionality with the different pickups and how they work with the AI. We have a number of items you can pick up and when you carry a specific item the AI of Mr. Fancy will work in different ways. For example, Mr. Fancy will not shoot you if you carry the armor and he have not seen you move. As stated in a previous post the player picks things up by […]
Let there be light stuff
So another blog post for the collection. This week a focus was fixing the atmosphere of our game. And Atmosphere is usually made whit light and sounds. And the light part was something I worked whit this week. Earlier in the project we wanted something more than a visible circle surrounded by darkness. So we wanted dynamic light that could cast moving shadows surrounding the player and environment. But as time moved on so did the idea of this. Because […]
Let there be light stuff
So another blog post for the collection. This week a focus was fixing the atmosphere of our game. And Atmosphere is usually made whit light and sounds. And the light part was something I worked whit this week. Earlier in the project we wanted something more than a visible circle surrounded by darkness. So we wanted dynamic light that could cast moving shadows surrounding the player and environment. But as time moved on so did the idea of this. Because […]