Daily Archives: May 5, 2015

Arrows and black holes
A good day today but i’m beat. Starting off, we synchronized our changes in the player class, then I put the finishing touches on the stick indicators. After that we discussed how to give the player feedback when completing the input for a spell. In the end we settled for displaying an arrow on top of the indicator for a short period after completing the movement.
The thing i wrestled with most of the day was making the image on the […]

Arrows and black holes
A good day today but i’m beat. Starting off, we synchronized our changes in the player class, then I put the finishing touches on the stick indicators. After that we discussed how to give the player feedback when completing the input for a spell. In the end we settled for displaying an arrow on top of the indicator for a short period after completing the movement.
The thing i wrestled with most of the day was making the image on the […]

BGP – Scrap Pirates – Week 5
The Beta and Final deadlines are closing in, and we’re working on getting things done before this weeks’ playtesting session. I finished shading the run cycle, but due to lack of time we’ve decided in the group that we won’t be adding highlights to it. If we get the time before the end of the project, I’ll add the highlights, but should we not get the time, it’s quicker and easier to remove the highlights from the idle-pose and the […]

BGP – Scrap Pirates – Week 5
The Beta and Final deadlines are closing in, and we’re working on getting things done before this weeks’ playtesting session. I finished shading the run cycle, but due to lack of time we’ve decided in the group that we won’t be adding highlights to it. If we get the time before the end of the project, I’ll add the highlights, but should we not get the time, it’s quicker and easier to remove the highlights from the idle-pose and the […]
BGP – Spirit Boom – Dev. Post 2
Since I forgot to write a post about last week’s work, I’ll try to go over what I’ve done both of these weeks in a single post in brief detail.
Implementing a Win State in combat
Setting up a contemporary Win-State was easy. All that was needed was to set up a script that sent the user back to the World scene if the enemy’s Hp reaches zero. The reason as to why it is contemporary and isn’t permanent is because […]
BGP – Spirit Boom – Dev. Post 2
Since I forgot to write a post about last week’s work, I’ll try to go over what I’ve done both of these weeks in a single post in brief detail.
Implementing a Win State in combat
Setting up a contemporary Win-State was easy. All that was needed was to set up a script that sent the user back to the World scene if the enemy’s Hp reaches zero. The reason as to why it is contemporary and isn’t permanent is because […]