Monthly Archives: March 2015
The Final Level
They never seem to end, these levels.
Levels have been remade, redesigned, rearranged and reevaluated at a ridiculous rate. The final outcome, purely from a design perspective, is fine. The levels flow nicely into each other and there seems to be a difficulty progression that suits our needs. Feedback from playtesters has, generally, been positive. The desired aesthetics are met. However, looking at the narrative, we fail to deliver.
Ambient Pressure does not deliver much narrative. The player is instantly thrown into […]
The Final Level
They never seem to end, these levels.
Levels have been remade, redesigned, rearranged and reevaluated at a ridiculous rate. The final outcome, purely from a design perspective, is fine. The levels flow nicely into each other and there seems to be a difficulty progression that suits our needs. Feedback from playtesters has, generally, been positive. The desired aesthetics are met. However, looking at the narrative, we fail to deliver.
Ambient Pressure does not deliver much narrative. The player is instantly thrown into […]
Space Dev 6 – Making friends
In an unusual sense of the phrase, as in this week (along with an assortment of random task nobody else had time to do) I made the sprite of the player thief’s friend and accomplice.
We’ve had some discussion along the road about what, in the setting, happens to the stuff the player steals. The concept doc wasn’t entirely clear on the matter, so eventually we settled for adding an additional character for the sole purpose of helping that make sense […]
Space Dev 6 – Making friends
In an unusual sense of the phrase, as in this week (along with an assortment of random task nobody else had time to do) I made the sprite of the player thief’s friend and accomplice.
We’ve had some discussion along the road about what, in the setting, happens to the stuff the player steals. The concept doc wasn’t entirely clear on the matter, so eventually we settled for adding an additional character for the sole purpose of helping that make sense […]
More AI and Fixing of Logical Flaws
This weeks blog post will be about fixing logical flaws which existed in the code. The flaws in this case was to calculate distances and directions. The main problem is the AI for the enemies, the AI has been a occurring problem through out most of my blog posts.
Right now the problem is priority and overall behavior of the enemies. Each enemy currently checks the distance from each tower and the player. Though if a enemy is close to […]
More AI and Fixing of Logical Flaws
This weeks blog post will be about fixing logical flaws which existed in the code. The flaws in this case was to calculate distances and directions. The main problem is the AI for the enemies, the AI has been a occurring problem through out most of my blog posts.
Right now the problem is priority and overall behavior of the enemies. Each enemy currently checks the distance from each tower and the player. Though if a enemy is close to […]
AssetManager and a collision fix
So this week I have worked with making the bad collision boxes work better. For you who don’t know what the problem is, let me take you through it a little quick.
When the player walks into the hit boxes on the sides they only collided with the right side of the hit boxes. After looking several times I got help from a good friend that helped me with the LevelManager to take a look over the class with me and […]
AssetManager and a collision fix
So this week I have worked with making the bad collision boxes work better. For you who don’t know what the problem is, let me take you through it a little quick.
When the player walks into the hit boxes on the sides they only collided with the right side of the hit boxes. After looking several times I got help from a good friend that helped me with the LevelManager to take a look over the class with me and […]
Enemy 2 attack artifact, and a little bit of projectiles
Hi again, time for the weekly update and it is about animation!
I have been working on a more animation this week, regarding the attack animation for Enemy 2 and its projectile design.
You should all be familiar with my animation workflow by now since I have been writing about animation on almost every post for the past few weeks. I will to a short summary for you who are not familiar with it. It is all based on having a solid […]
Enemy 2 attack artifact, and a little bit of projectiles
Hi again, time for the weekly update and it is about animation!
I have been working on a more animation this week, regarding the attack animation for Enemy 2 and its projectile design.
You should all be familiar with my animation workflow by now since I have been writing about animation on almost every post for the past few weeks. I will to a short summary for you who are not familiar with it. It is all based on having a solid […]
GAME DEVELOPMENT WEEKLY BLOG POST NR6. WRAPPING THINGS UP
Last week blog post for this course has finally arrived!
This week have been about to strap things up for the final version of our game. I have done some small changes to the game that I will write a bit about.
In the last week blog post I wrote about how I made the buttons and finishing up the background for the main menu. This week I did some small changes as adding who has done our music in our game, […]
GAME DEVELOPMENT WEEKLY BLOG POST NR6. WRAPPING THINGS UP
Last week blog post for this course has finally arrived!
This week have been about to strap things up for the final version of our game. I have done some small changes to the game that I will write a bit about.
In the last week blog post I wrote about how I made the buttons and finishing up the background for the main menu. This week I did some small changes as adding who has done our music in our game, […]
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 […]