Monthly Archives: March 2015
Less than good week…
This week I have been doing minor stuff. I haven’t done much since I shall not continue this education after the summer. But since I have just done some minor stuff this week, then I shall just write about the making of a power up that I made to the group.
We talked about in the group that we wanted to have a power up in the form of a disco ball that auto target and destroy the enemy. I […]
Less than good week…
This week I have been doing minor stuff. I haven’t done much since I shall not continue this education after the summer. But since I have just done some minor stuff this week, then I shall just write about the making of a power up that I made to the group.
We talked about in the group that we wanted to have a power up in the form of a disco ball that auto target and destroy the enemy. I […]
Fancy Mansion: Level Design
So for the past two weeks, in between coding more items aka powerups and doing some bugfixes, I’ve been working on a level design for our game, to replace the boxy placeholder we had for alpha. I had a couple of considerations while working on the level design:
Backtracking is generally boring (tedious, repetitive). Since our gameplay involves on dragging stolen, heavy items back to the balcony, which impedes the player’s speed and therefore their ability to avoid Otto, I wanted […]
Fancy Mansion: Level Design
So for the past two weeks, in between coding more items aka powerups and doing some bugfixes, I’ve been working on a level design for our game, to replace the boxy placeholder we had for alpha. I had a couple of considerations while working on the level design:
Backtracking is generally boring (tedious, repetitive). Since our gameplay involves on dragging stolen, heavy items back to the balcony, which impedes the player’s speed and therefore their ability to avoid Otto, I wanted […]
Blogpost no.5 : Gissa vad.. Power ups!
Tjena!
Jo, så det är Torsdag och dags för ett nytt inlägg om vad denna vecka har bestått utav. Den här senaste veckan har tyvärr inte varit lika produktiv som vanliga veckor; för min del. Det jag har arbetat med är power ups. Med tanke på att vi har så många olika sorters power ups så arbetar jag med nya power ups och detta tar längre tid än väntat med tanke på att koden inte varit förberedd för alla olika power […]
Blogpost no.5 : Gissa vad.. Power ups!
Tjena!
Jo, så det är Torsdag och dags för ett nytt inlägg om vad denna vecka har bestått utav. Den här senaste veckan har tyvärr inte varit lika produktiv som vanliga veckor; för min del. Det jag har arbetat med är power ups. Med tanke på att vi har så många olika sorters power ups så arbetar jag med nya power ups och detta tar längre tid än väntat med tanke på att koden inte varit förberedd för alla olika power […]
Our players currency, regaining lost candy.
Hey there!
This week I have been working on a way to let the player regain health (or as it is for out game, regain candy as you play as a piñata). I chose to work on this feature and function for no particular reason rather than our game needs this to fully function and as my co-worker was currently working on patching our collision checking I began to work on and create this function. As it is written in our design […]
Our players currency, regaining lost candy.
Hey there!
This week I have been working on a way to let the player regain health (or as it is for out game, regain candy as you play as a piñata). I chose to work on this feature and function for no particular reason rather than our game needs this to fully function and as my co-worker was currently working on patching our collision checking I began to work on and create this function. As it is written in our design […]
Ambient sound and the bane of the vuvuzela
Hi again!
This week has been a bit hectic, as the beta is due tomorrow and we had a playtest session this monday. While I’ve been working on a number of different things and have got a lot done, I’m gonna focus on the sound for the game’s main menu.
Erik started last week with making the main menu for Day of the Piñata. While we were doubtful at the least of how many of the menu’s buttons (start game, credits, highscore […]
Ambient sound and the bane of the vuvuzela
Hi again!
This week has been a bit hectic, as the beta is due tomorrow and we had a playtest session this monday. While I’ve been working on a number of different things and have got a lot done, I’m gonna focus on the sound for the game’s main menu.
Erik started last week with making the main menu for Day of the Piñata. While we were doubtful at the least of how many of the menu’s buttons (start game, credits, highscore […]
Design for Magic Writer. Blog post 5, Level Design
Level Design? Who needs it in an endless runner? Well, it’s more vital than what you think. The week before the Beta and no level design proved pretty stupid. Let’s go through how It was solved.
Welcome to another design blog post for Magic Writer!
Until last week, we had no one working on level design. When I took the task of setting up the wavesystem (making the monster reset after each wave of monsters), I realized that I had no idea […]
Design for Magic Writer. Blog post 5, Level Design
Level Design? Who needs it in an endless runner? Well, it’s more vital than what you think. The week before the Beta and no level design proved pretty stupid. Let’s go through how It was solved.
Welcome to another design blog post for Magic Writer!
Until last week, we had no one working on level design. When I took the task of setting up the wavesystem (making the monster reset after each wave of monsters), I realized that I had no idea […]
Creating Colliders by Magic
So we realized that our wall colliders were too many to be efficient. Each wall segment the size of one tile had its own collider which was created by the tile itself at the time of its instantiation. Every wall instance knew what kind of wall segment it was (information that was also used for determining which texture to load), and shaped the collider accordingly. (We had some struggles here because the shape of certain wall segments called for a […]
Creating Colliders by Magic
So we realized that our wall colliders were too many to be efficient. Each wall segment the size of one tile had its own collider which was created by the tile itself at the time of its instantiation. Every wall instance knew what kind of wall segment it was (information that was also used for determining which texture to load), and shaped the collider accordingly. (We had some struggles here because the shape of certain wall segments called for a […]
Animation, AI and the projectile.
This weeks blog post will be about iterations that i have made on the AI for the enemies and projectile that the player will be able to fire to knock back enemies(described in a previous blog post).
I am currently working on the animation on the towers. The reason to why this has been a bit more difficult then I imagined is because of the way the combat currently works. And for the animations to be a lot easier to […]
Animation, AI and the projectile.
This weeks blog post will be about iterations that i have made on the AI for the enemies and projectile that the player will be able to fire to knock back enemies(described in a previous blog post).
I am currently working on the animation on the towers. The reason to why this has been a bit more difficult then I imagined is because of the way the combat currently works. And for the animations to be a lot easier to […]
Level Design Part 3
As I have the ever pleasant assignment to look over and manage the tasktraker this week, and the sudden problems with the Internet, I will continue where I left off about last weeks levels. It also allows me to tell you about a few things taken up in the comments.
We are three that, in theory, makes the maps complete. I make suggestions for the layouts, our main level designer makes the layouts better – along with placements of enemies and […]
Level Design Part 3
As I have the ever pleasant assignment to look over and manage the tasktraker this week, and the sudden problems with the Internet, I will continue where I left off about last weeks levels. It also allows me to tell you about a few things taken up in the comments.
We are three that, in theory, makes the maps complete. I make suggestions for the layouts, our main level designer makes the layouts better – along with placements of enemies and […]
Less than good week…
This week I have been doing minor stuff. I haven’t done much since I shall not continue this education after the summer. But since I have just done some minor stuff this week, then I shall just write about the making of a power up that I made to the group.
We talked about in the group that we wanted to have a power up in the form of a disco ball that auto target and destroy the enemy. I […]
Less than good week…
This week I have been doing minor stuff. I haven’t done much since I shall not continue this education after the summer. But since I have just done some minor stuff this week, then I shall just write about the making of a power up that I made to the group.
We talked about in the group that we wanted to have a power up in the form of a disco ball that auto target and destroy the enemy. I […]
Level 7 – Workflow
In lack of anything better to write, the blog post of this week will focus on the actual workflow following designing of a level. This will show the seventh – and final – level designed for the game. With a high probability that the level will not even make it to the final product, I designed it to test all of the player’s abilities and knowledge relating to the game.
The game is set to feature three types of enemies and […]
Level 7 – Workflow
In lack of anything better to write, the blog post of this week will focus on the actual workflow following designing of a level. This will show the seventh – and final – level designed for the game. With a high probability that the level will not even make it to the final product, I designed it to test all of the player’s abilities and knowledge relating to the game.
The game is set to feature three types of enemies and […]
The Last Signal. Post #5: full animation system implementation
In this post, I’m going to go into the details of creating a full-blown animation system for our game, something I had promised to do sometime in the future in the previous post.
How animations work in (2D) video games
In video games, the effect of animation is achieved by very quickly switching between pictures which depict the same character/object/effect etc. at slightly different times. If switched sufficiently quickly, the sequence of frames will give the impression of smooth continuous motion.
In our […]
The Last Signal. Post #5: full animation system implementation
In this post, I’m going to go into the details of creating a full-blown animation system for our game, something I had promised to do sometime in the future in the previous post.
How animations work in (2D) video games
In video games, the effect of animation is achieved by very quickly switching between pictures which depict the same character/object/effect etc. at slightly different times. If switched sufficiently quickly, the sequence of frames will give the impression of smooth continuous motion.
In our […]