Monthly Archives: March 2015
Late Night Dino WIP
LATE NIGHT DINO – WIP – Update!New Project
It is the night before the Beta presentation for Dash Bat and I am watching Dexter while sitting and drawing a dino mother guarding her eggs. At first I only wanted to practice on depth in landscape but than I somehow grew fond of the dinosaur and started to add details to her skin in her face. Lets see how the rest of the body will turn out. I am excited to have […]
Late Night Dino WIP
LATE NIGHT DINO – WIP – Update!New Project
It is the night before the Beta presentation for Dash Bat and I am watching Dexter while sitting and drawing a dino mother guarding her eggs. At first I only wanted to practice on depth in landscape but than I somehow grew fond of the dinosaur and started to add details to her skin in her face. Lets see how the rest of the body will turn out. I am excited to have […]
Pickups
This week we made some of our pickups. Our pickups represent our score in the game. The pickups are our valuables in Otto von fancy’s house that does not grant you any bonuses or provide you with any other perks. These valuables are only useful for providing you with money when you turn them in at your drop point. The powerups are also worth money and can be dropped at the drop point for a big reward unless they have […]
Pickups
This week we made some of our pickups. Our pickups represent our score in the game. The pickups are our valuables in Otto von fancy’s house that does not grant you any bonuses or provide you with any other perks. These valuables are only useful for providing you with money when you turn them in at your drop point. The powerups are also worth money and can be dropped at the drop point for a big reward unless they have […]
Generating our maps
I’ll talk about how we manage to create maps in our game Green Warden in a way so our designer understand how to write new maps and send them as textfiles to us programmers to implement in th game.
I encouraged our designer to use the free-to-download program Tiled (http://www.mapeditor.org/) to create new maps. With Tiled it’s possible to save what you do as textfiles. We’re using these textfiles to load different maps. In this way our designer doesn’t have […]
Generating our maps
I’ll talk about how we manage to create maps in our game Green Warden in a way so our designer understand how to write new maps and send them as textfiles to us programmers to implement in th game.
I encouraged our designer to use the free-to-download program Tiled (http://www.mapeditor.org/) to create new maps. With Tiled it’s possible to save what you do as textfiles. We’re using these textfiles to load different maps. In this way our designer doesn’t have […]
Wroking on the HUD
It is the final week before the beta. There is lots to be done, and the team is working really hard to see everything finished and presentable.
My job this week has been to design the different components of the heads up display, or HUD. This means an inventory bar, a hand slot and a way of presenting the score.
The inventory
The inventory had to have four slots, and fit the steampunk theme of the game. This gave me a lot […]
Wroking on the HUD
It is the final week before the beta. There is lots to be done, and the team is working really hard to see everything finished and presentable.
My job this week has been to design the different components of the heads up display, or HUD. This means an inventory bar, a hand slot and a way of presenting the score.
The inventory
The inventory had to have four slots, and fit the steampunk theme of the game. This gave me a lot […]
Blog post no. 4: Minnesluckor och…. Power ups!
Tjenare,
Den här veckan har det inte varit lika mycket arbete på funktioner i spelet som det brukar vara. I början utav veckan så insåg vi att spelet laggade en del efter att vi gjorde den fullständiga kartan att spela på. En karta som var ungefär fem gånger så stor som den tidigare, och vi kom fram till att minnesluckor kan vara en del av problemet.
Genom att ladda ned Visual Leak Detector så kunde jag implementera dom filerna i projektet för […]
Blog post no. 4: Minnesluckor och…. Power ups!
Tjenare,
Den här veckan har det inte varit lika mycket arbete på funktioner i spelet som det brukar vara. I början utav veckan så insåg vi att spelet laggade en del efter att vi gjorde den fullständiga kartan att spela på. En karta som var ungefär fem gånger så stor som den tidigare, och vi kom fram till att minnesluckor kan vara en del av problemet.
Genom att ladda ned Visual Leak Detector så kunde jag implementera dom filerna i projektet för […]
Game Development Blog 4
This was our second week after Alpha in our game development course, for this week I continued on the AI that I started last week. More specifically I continue with Pathfinding algorithm A* (pronounced A-star) and the waypoints system that is associated with it.
Since last week I have managed to implement the A* pathfinding, but I am still working on the Waypoints so that the enemy can patrol around the level, only by giving it a command to move to […]
Game Development Blog 4
This was our second week after Alpha in our game development course, for this week I continued on the AI that I started last week. More specifically I continue with Pathfinding algorithm A* (pronounced A-star) and the waypoints system that is associated with it.
Since last week I have managed to implement the A* pathfinding, but I am still working on the Waypoints so that the enemy can patrol around the level, only by giving it a command to move to […]
Power-Ups Sprites (Pickup) – The Last Signal
Sammanfattning
Jag jobbar på spelkonceptet The Last Signal och det här är den sjätte veckan vi jobbat på det projektet. Den här veckan har jag jobbat med pickup power-up sprites och även fortsatt mixa lite med ljud och menyn till spelet.
Pickup Power-up Sprites
Att göra pickup sprites för power-ups var det första grafiska arbetet jag kände var problematiskt när det kom till själva designen. Först skulle jag lista ut hur grunden till alla sprites skulle se ut så man vet att de […]
Power-Ups Sprites (Pickup) – The Last Signal
Sammanfattning
Jag jobbar på spelkonceptet The Last Signal och det här är den sjätte veckan vi jobbat på det projektet. Den här veckan har jag jobbat med pickup power-up sprites och även fortsatt mixa lite med ljud och menyn till spelet.
Pickup Power-up Sprites
Att göra pickup sprites för power-ups var det första grafiska arbetet jag kände var problematiskt när det kom till själva designen. Först skulle jag lista ut hur grunden till alla sprites skulle se ut så man vet att de […]
Week 7
Week 7
This week we have a an internal deadline for basic features, that is the be included in the Beta. For me this results as working in on the background as always and continuing on the menu. This week I will be focusing on getting the menu completely finished. Not working a lot on the background since it does not need to be perfect for the Beta, and I have a lot of time to polish it after the Beta. […]
Week 7
Week 7
This week we have a an internal deadline for basic features, that is the be included in the Beta. For me this results as working in on the background as always and continuing on the menu. This week I will be focusing on getting the menu completely finished. Not working a lot on the background since it does not need to be perfect for the Beta, and I have a lot of time to polish it after the Beta. […]
Dragon’s Song Power Ups – Let’s Hans Zimmer This Thing
This week saw us running into some really stiff problems that in the end meant we likely cannot do our game the way we wanted it. A very stubborn problem with sound latency that even the teachers can’t seem to solve means we now have to abandon the rhythmical aspects of our gameplay. This means redesign only 3 weeks before final and just a few days before beta playtesting. We feel safe in the knowledge that we’ve done a thorough […]
Dragon’s Song Power Ups – Let’s Hans Zimmer This Thing
This week saw us running into some really stiff problems that in the end meant we likely cannot do our game the way we wanted it. A very stubborn problem with sound latency that even the teachers can’t seem to solve means we now have to abandon the rhythmical aspects of our gameplay. This means redesign only 3 weeks before final and just a few days before beta playtesting. We feel safe in the knowledge that we’ve done a thorough […]
Weekly assignment #4 – Enemy character animations – again.
Hello people!
So these last weeks posts will be very repetitive since I will do all I have done all over again. It doesn’t seems to be moving forward and that has put me in sort of a bad mood. This week I was supposed to do the enemy character animations;
Enemy walk cycle (character walking around)
Enemy flood (character using its water hose to fill up the ground with water)
Enemy catch mole (character catching the mole when coming in contact)
The walk cycle […]
Weekly assignment #4 – Enemy character animations – again.
Hello people!
So these last weeks posts will be very repetitive since I will do all I have done all over again. It doesn’t seems to be moving forward and that has put me in sort of a bad mood. This week I was supposed to do the enemy character animations;
Enemy walk cycle (character walking around)
Enemy flood (character using its water hose to fill up the ground with water)
Enemy catch mole (character catching the mole when coming in contact)
The walk cycle […]
Weekly assignment #4 – Enemy character animations – again.
Hello people!
So these last weeks posts will be very repetitive since I will do all I have done all over again. It doesn’t seems to be moving forward and that has put me in sort of a bad mood. This week I was supposed to do the enemy character animations;
Enemy walk cycle (character walking around)
Enemy flood (character using its water hose to fill up the ground with water)
Enemy catch mole (character catching the mole when coming in contact)
The walk cycle […]
Weekly assignment #4 – Enemy character animations – again.
Hello people!
So these last weeks posts will be very repetitive since I will do all I have done all over again. It doesn’t seems to be moving forward and that has put me in sort of a bad mood. This week I was supposed to do the enemy character animations;
Enemy walk cycle (character walking around)
Enemy flood (character using its water hose to fill up the ground with water)
Enemy catch mole (character catching the mole when coming in contact)
The walk cycle […]
Ambient Pressure Level Design part 2
As the art of the game is nearly completely done, I have once again been roped into making suggestions for level design. Given I also did level design last week, I didn’t need to do nearly as much brainstorming to come up with ideas this week, instead focusing at making plenty of level design suggestions.
As of today, I currently have ten new level suggestions.
The main issue with this remains the same as the last week – the levels need to […]
Ambient Pressure Level Design part 2
As the art of the game is nearly completely done, I have once again been roped into making suggestions for level design. Given I also did level design last week, I didn’t need to do nearly as much brainstorming to come up with ideas this week, instead focusing at making plenty of level design suggestions.
As of today, I currently have ten new level suggestions.
The main issue with this remains the same as the last week – the levels need to […]