Monthly Archives: March 2015
Game Development – Nr.5 | Magic Writer
Hello everyone!
This week i have continued working on the previous project Magic Writer. This week has mostly been about polishing everything in the game. There is not many new mechanics to implement anymore so i have been working a little bit on everything. I will talk about the ”biggest” artifact of this week even though I have mostly been working on small artifacts/polishing.
The power up bar
The main purpose of this power up bar is to give a visual representation of […]
Game Development – Nr.5 | Magic Writer
Hello everyone!
This week i have continued working on the previous project Magic Writer. This week has mostly been about polishing everything in the game. There is not many new mechanics to implement anymore so i have been working a little bit on everything. I will talk about the ”biggest” artifact of this week even though I have mostly been working on small artifacts/polishing.
The power up bar
The main purpose of this power up bar is to give a visual representation of […]
I´m writing this post on the day before the beta. There has been a lot to do these last few weeks. I´ve mainly been working on the introductory screen and the failure screen. The intro screen will show the player the basic back story and objective of the game. We wanted to show this using only pictures.
I achieved this by adding a few speech bubbles to the background image. I wanted to depict the relationship between the main character, […]
I´m writing this post on the day before the beta. There has been a lot to do these last few weeks. I´ve mainly been working on the introductory screen and the failure screen. The intro screen will show the player the basic back story and objective of the game. We wanted to show this using only pictures.
I achieved this by adding a few speech bubbles to the background image. I wanted to depict the relationship between the main character, […]
Game Production: Feature 5
This week we have been scrambling to get all our artwork done for the beta presentation this friday. So I have been working on a lot of different stuff, mostly animations and effects.
So in this blog I’ll describe a few different animation and how I created them.
First is the enemy with the big axe, I made walk animations and an attack animation for him. These are the results:
He is supposed to hit all trees in his vicinity so […]
Game Production: Feature 5
This week we have been scrambling to get all our artwork done for the beta presentation this friday. So I have been working on a lot of different stuff, mostly animations and effects.
So in this blog I’ll describe a few different animation and how I created them.
First is the enemy with the big axe, I made walk animations and an attack animation for him. These are the results:
He is supposed to hit all trees in his vicinity so […]
The Green Warden – Report 5
Above is an example of how the main menu would look like.Artist: Eva Sokolova
This week, work on the Main Menu has continued slowly. I have been trying different methods of solving the errors I encounter and so far I have solved the error in the Update class which was a case of a lacking return statement that I had overlooked.
bool MainMenuState::Update(float deltatime)
{
if (m_start == true)
{
MainMenuState::GetNextState() = true;
return false;
}
if (m_exit == true)
{
MainMenuState::Exit();
}
return true;
}
Once that had been dealt with however, […]
The Green Warden – Report 5
Above is an example of how the main menu would look like.Artist: Eva Sokolova
This week, work on the Main Menu has continued slowly. I have been trying different methods of solving the errors I encounter and so far I have solved the error in the Update class which was a case of a lacking return statement that I had overlooked.
bool MainMenuState::Update(float deltatime)
{
if (m_start == true)
{
MainMenuState::GetNextState() = true;
return false;
}
if (m_exit == true)
{
MainMenuState::Exit();
}
return true;
}
Once that had been dealt with however, […]
Finished Player Avatar Animations
Quck recap of the story of my team’s game before I go into detail about what I’ve been doing for it this week:
The name is The Fancy Mansion Heist, and you play as a burglar who’s breaking into the mansion of Mr. Otto von Fancy, to steal his various valuables and money. He stalks you throughout your wandering around the building, shotgun blunderbuss in hand and ready to shoot you the second he hears or sees you.
So! This week I’ve been […]
Finished Player Avatar Animations
Quck recap of the story of my team’s game before I go into detail about what I’ve been doing for it this week:
The name is The Fancy Mansion Heist, and you play as a burglar who’s breaking into the mansion of Mr. Otto von Fancy, to steal his various valuables and money. He stalks you throughout your wandering around the building, shotgun blunderbuss in hand and ready to shoot you the second he hears or sees you.
So! This week I’ve been […]
Game Development Blog 5.
Dearie me, we’re all beat.
Everyone is working really hard in our group in order to get everything into the beta-version of the game. It’s starting to really come together, now, all that needs to be done is finishing up the level-design, add the pickups, and after that our coders can finally get going for real on the pathfinding.
As for what I’ve done this week, there’s been a number of small things, a few big things and some running about between […]
Game Development Blog 5.
Dearie me, we’re all beat.
Everyone is working really hard in our group in order to get everything into the beta-version of the game. It’s starting to really come together, now, all that needs to be done is finishing up the level-design, add the pickups, and after that our coders can finally get going for real on the pathfinding.
As for what I’ve done this week, there’s been a number of small things, a few big things and some running about between […]
Oxygen Bar and Flare Count
The past week I decided to focus on the player’s HUD (Heads-Up Display) which is key to displaying information to the player, something which has proven itself an issue as we tested the game. Being unaware of their ammunition’s limit has repeatedly caused players waste away shots, something I believe will be resolved when there is and easy and clear visual display of their ammunition.
The HUD also contains several bubbles with represents the player’s current oxygen. The oxygen slowly decreases […]
Oxygen Bar and Flare Count
The past week I decided to focus on the player’s HUD (Heads-Up Display) which is key to displaying information to the player, something which has proven itself an issue as we tested the game. Being unaware of their ammunition’s limit has repeatedly caused players waste away shots, something I believe will be resolved when there is and easy and clear visual display of their ammunition.
The HUD also contains several bubbles with represents the player’s current oxygen. The oxygen slowly decreases […]
Reiterate means reinvigorate
After many ups and downs our group finally decided that enoughs enough and opted to redesign the game Dragon’s Song into a more traditional shooter. The reason for this was an issue with player input response being delayed due to sound playback latency. Simply put, it wasn’t possible to make the sound effects from the dragon to play at the same moment as the player hits the fire key, instead there was a hefty delay making syncing playing with the […]
Reiterate means reinvigorate
After many ups and downs our group finally decided that enoughs enough and opted to redesign the game Dragon’s Song into a more traditional shooter. The reason for this was an issue with player input response being delayed due to sound playback latency. Simply put, it wasn’t possible to make the sound effects from the dragon to play at the same moment as the player hits the fire key, instead there was a hefty delay making syncing playing with the […]
Week 8 Mole Atlas
This week is the final Beta presentation. I Made the whole sprite atlas for the Mole this week.
Every animation was made in 64X64 as requested by the programmers. First i made the sprite sheet as compact as possible as the programmers were going to do the collision by pixel collision but then they changed their mind and i had to redo it. Lets go down trough the animations from top to bottom.
1. Walking Animation
2. Digdown transition ( this animation […]
Week 8 Mole Atlas
This week is the final Beta presentation. I Made the whole sprite atlas for the Mole this week.
Every animation was made in 64X64 as requested by the programmers. First i made the sprite sheet as compact as possible as the programmers were going to do the collision by pixel collision but then they changed their mind and i had to redo it. Lets go down trough the animations from top to bottom.
1. Walking Animation
2. Digdown transition ( this animation […]
Update #5 On Project Mole Munch
Since we last week managed to get all features and objects implemented in the game, this week have mostly been about cramming sounds and general bug fixing. I’ve been struggling a bit with finding some artifact interesting enough to write about, so I decided to describe two of the things I’ve coded this week that could potentially be useful for other programmers.
If you would like to read more detailed posts, here is what I have previously written about:
March 12,
2015 /
Comments Off on Update #5 On Project Mole Munch
Update #5 On Project Mole Munch
Since we last week managed to get all features and objects implemented in the game, this week have mostly been about cramming sounds and general bug fixing. I’ve been struggling a bit with finding some artifact interesting enough to write about, so I decided to describe two of the things I’ve coded this week that could potentially be useful for other programmers.
If you would like to read more detailed posts, here is what I have previously written about:
March 12,
2015 /
Comments Off on Update #5 On Project Mole Munch