Monthly Archives: June 2015
SommarProjekt 2015
Då var det tid igen att skriva blogg. Den här gången påbörjar jag ett nytt projekt, ett nytt spel som jag ska utveckla själv. Spelet kommer vara en 2d sidescroller med målet att ta sig till toppen av ett torn före slut bossen tar sig dit. Om du hinner före så får du ett övertag i striden mot bossen och tvärtom när den hinner först upp.
Det är tänkt att det ska gå att spela som en spelare […]
SommarProjekt 2015
Då var det tid igen att skriva blogg. Den här gången påbörjar jag ett nytt projekt, ett nytt spel som jag ska utveckla själv. Spelet kommer vara en 2d sidescroller med målet att ta sig till toppen av ett torn före slut bossen tar sig dit. Om du hinner före så får du ett övertag i striden mot bossen och tvärtom när den hinner först upp.
Det är tänkt att det ska gå att spela som en spelare […]
My summer game project
This week I started with a new game project. The project is sort of a summer course (during 9 weeks) where students and I from the Game Programming program in Uppsala University have the opportunity to develop our skill on game programming. It’s my first year in this school so I have still much to learn.
In this blog I’ll share my thoughts and decisions that I make during the process of this project. It’s C++-programming so mostly all my blog-posts […]
My summer game project
This week I started with a new game project. The project is sort of a summer course (during 9 weeks) where students and I from the Game Programming program in Uppsala University have the opportunity to develop our skill on game programming. It’s my first year in this school so I have still much to learn.
In this blog I’ll share my thoughts and decisions that I make during the process of this project. It’s C++-programming so mostly all my blog-posts […]
BGP – TwinShift – Late blog
I’m very late with this blog-post so I honestly I don’t have that good of a grasp on what I actually did during each week. So I’ll do my best to write these two blogs anyway.
Something that I’m sure of is that after I wrote the previous blog-post the camera was mostly done so I started to work on the Main Menu. This menu that I made however isn’t in the GGC version of the game because many people thought […]
BGP – TwinShift – Late blog
I’m very late with this blog-post so I honestly I don’t have that good of a grasp on what I actually did during each week. So I’ll do my best to write these two blogs anyway.
Something that I’m sure of is that after I wrote the previous blog-post the camera was mostly done so I started to work on the Main Menu. This menu that I made however isn’t in the GGC version of the game because many people thought […]
3D Challenge – Day 4
Today I have learned about Sub Object Modes.
By converting an object to an ”Editable Poly”, I can manipulate the position of single vertexes, edges or polygons in an object. This gives me more freedom to sculpture the object to look more as I want it to look.
First, I created a cube and converted it to an Editable Poly:
After that, I selected the Vertex tool in the Modifier List and adjusted the position of two vertexes:
Then I chose the Edge tool […]
3D Challenge – Day 4
Today I have learned about Sub Object Modes.
By converting an object to an ”Editable Poly”, I can manipulate the position of single vertexes, edges or polygons in an object. This gives me more freedom to sculpture the object to look more as I want it to look.
First, I created a cube and converted it to an Editable Poly:
After that, I selected the Vertex tool in the Modifier List and adjusted the position of two vertexes:
Then I chose the Edge tool […]
Big Game Project – Post 5 – Final Post
In the final days before GGC I made/worked on the following:
Pause Menu
Results Screen
Loading Screen
Assisted Driving (derived from AI)
Scene Transitions
Pause Menu
The pause menu is accessed by any player pressing the start button on their controller (if four controllers are connected but only two of them are racing, only the two active controllers can be used to pause).
Pausing the game triggers a global bool that stops every script from running. It originally set the TimeScale of Unity to 0, but then it stopped […]
Big Game Project – Post 5 – Final Post
In the final days before GGC I made/worked on the following:
Pause Menu
Results Screen
Loading Screen
Assisted Driving (derived from AI)
Scene Transitions
Pause Menu
The pause menu is accessed by any player pressing the start button on their controller (if four controllers are connected but only two of them are racing, only the two active controllers can be used to pause).
Pausing the game triggers a global bool that stops every script from running. It originally set the TimeScale of Unity to 0, but then it stopped […]
3D Challenge – Day 4
Today I have learned about Sub Object Modes.
By converting an object to an “Editable Poly”, I can manipulate the position of single vertexes, edges or polygons in an object. This gives me more freedom to sculpture the object to look more as I want it to look.
First, I created a cube and converted it to an Editable Poly:
After that, I selected the Vertex tool in the Modifier List and adjusted the position of two vertexes:
Then I chose the Edge tool […]
3D Challenge – Day 4
Today I have learned about Sub Object Modes.
By converting an object to an “Editable Poly”, I can manipulate the position of single vertexes, edges or polygons in an object. This gives me more freedom to sculpture the object to look more as I want it to look.
First, I created a cube and converted it to an Editable Poly:
After that, I selected the Vertex tool in the Modifier List and adjusted the position of two vertexes:
Then I chose the Edge tool […]
BGP Post GGC Reflections: TwinShift
GGC is over (since quite some time), and everything has calmed down in terms of hand-ins and the like. Therefore, I wanted to write some kind of reflection on the project (TwinShift) as a whole.
I have some mixed feelings about TwinShift. When originally approached with the idea, I felt that it was an awesome idea for a game, and working with friends often means having a good time, and decided to join the group for a “final” project. As the […]
BGP Post GGC Reflections: TwinShift
GGC is over (since quite some time), and everything has calmed down in terms of hand-ins and the like. Therefore, I wanted to write some kind of reflection on the project (TwinShift) as a whole.
I have some mixed feelings about TwinShift. When originally approached with the idea, I felt that it was an awesome idea for a game, and working with friends often means having a good time, and decided to join the group for a “final” project. As the […]
BGP Week 6-7: Main Menu
The last two weeks of BGP! In between the random polish that had to be done, I also remade the main menu. For reference, all of the images in this post were stripped of environment and skyboxes and the like, in order to only show the actual main menu UI.
We had received feedback that the original main menu felt too “clean” for the feeling we wanted to convey with the game. Due to this, and also the way the original […]
BGP Week 6-7: Main Menu
The last two weeks of BGP! In between the random polish that had to be done, I also remade the main menu. For reference, all of the images in this post were stripped of environment and skyboxes and the like, in order to only show the actual main menu UI.
We had received feedback that the original main menu felt too “clean” for the feeling we wanted to convey with the game. Due to this, and also the way the original […]
Final version of my thesis work
The final version of my thesis work (That I talked about earlier) has now been formally passed by my examiner. The feedback that I got from my examiner was mostly to clarify some things in the thesis and fix spelling and grammatical errors. One thing changed since the last post was the value of the gas resource. Previously it was valued at 1.4 minerals but in the final version it was valued at 1.6 minerals instead, with the justification being […]
Final version of my thesis work
The final version of my thesis work (That I talked about earlier) has now been formally passed by my examiner. The feedback that I got from my examiner was mostly to clarify some things in the thesis and fix spelling and grammatical errors. One thing changed since the last post was the value of the gas resource. Previously it was valued at 1.4 minerals but in the final version it was valued at 1.6 minerals instead, with the justification being […]
Let’s have fun programming this summer
Just a quick blog post to indicate the beginning of the summer programming project now that the Big Game Project is over.
During this summer i plan on experimenting with 2D physics using SFML in Visual Studio, I haven’t gotten started until now due to being away for a week on a family vacation and recuperating from it. I will put together a project plan ASAP as i am already late with handing one in.
The GitHub project can be found here: https://github.com/Enyoyable/Summer2015.git
[…]
Let’s have fun programming this summer
Just a quick blog post to indicate the beginning of the summer programming project now that the Big Game Project is over.
During this summer i plan on experimenting with 2D physics using SFML in Visual Studio, I haven’t gotten started until now due to being away for a week on a family vacation and recuperating from it. I will put together a project plan ASAP as i am already late with handing one in.
The GitHub project can be found here: https://github.com/Enyoyable/Summer2015.git
[…]
Big Game Project – Post 4
Fourth week was when we finished most of the smaller things like HUD, main menu and loading screen with screenfading etc.
From last week: Waypoints were used for:
AI Navigation points
Player placement
Lap count
Wrong-way indicator
Respawn position/rotation
I explained AI Navigation and will be going more indepth into the AI in the next post.
This post will be about the other things and the systems surrounding those features along with the other things done this week.
Player placement & Lap count
Basic functionality: A Waypointhandler triggers every players […]
Big Game Project – Post 4
Fourth week was when we finished most of the smaller things like HUD, main menu and loading screen with screenfading etc.
From last week: Waypoints were used for:
AI Navigation points
Player placement
Lap count
Wrong-way indicator
Respawn position/rotation
I explained AI Navigation and will be going more indepth into the AI in the next post.
This post will be about the other things and the systems surrounding those features along with the other things done this week.
Player placement & Lap count
Basic functionality: A Waypointhandler triggers every players […]
Big Game Project – Post 3
The course is over and this blog was ignored in favor of production so I will be writing three blog posts summarizing the third, fourth and then the final weeks or the project.
First is the third week.
This week I finished our gravitational system with the simplest solution: using the previously mentioned raycast that finds the normal of the mesh below the ship and then move the ship to a predetermined distance away from the mesh along the normal, pseudocode:
newPosition = […]
Big Game Project – Post 3
The course is over and this blog was ignored in favor of production so I will be writing three blog posts summarizing the third, fourth and then the final weeks or the project.
First is the third week.
This week I finished our gravitational system with the simplest solution: using the previously mentioned raycast that finds the normal of the mesh below the ship and then move the ship to a predetermined distance away from the mesh along the normal, pseudocode:
newPosition = […]