Monthly Archives: February 2016
Nasty Aliens – Mites
Kära läsare, idag ska jag tråka ut dig med ännu ett inlägg om min arbetsinsats för grupp 17 i vårt projekt: Planet Suburbia. Den här gången tänkte jag berätta om vår planets ultimata fiender och fräcka inkräktare, utomjordingar! Människorna i vår version av den framtida planeten Jorden kallar dessa utomjordingar för Mites (kvalster på svenska). Detta med hänvisning till deras kvalsterliknande och främmande utseende. Ingen vet egentligen deras egenvalda namn, ingen har nämligen brytt sig om att ta reda på […]
Nasty Aliens – Mites
Kära läsare, idag ska jag tråka ut dig med ännu ett inlägg om min arbetsinsats för grupp 17 i vårt projekt: Planet Suburbia. Den här gången tänkte jag berätta om vår planets ultimata fiender och fräcka inkräktare, utomjordingar! Människorna i vår version av den framtida planeten Jorden kallar dessa utomjordingar för Mites (kvalster på svenska). Detta med hänvisning till deras kvalsterliknande och främmande utseende. Ingen vet egentligen deras egenvalda namn, ingen har nämligen brytt sig om att ta reda på […]
BlogWeek 3, The Menu
This was an easy one, although somewhat hard compared to our programming 1 course where we got most of our structure beforehand. Up until now we had hardcoded everything in main.cpp because of the amount of prototyping and because taht we needed to be done in time for the alpha presentation. This we regretted. The amount of time it took me and my coding-coworker to seperate the “gamestate” in a separate h and cpp-folder and how efficient I feel I […]
BlogWeek 3, The Menu
This was an easy one, although somewhat hard compared to our programming 1 course where we got most of our structure beforehand. Up until now we had hardcoded everything in main.cpp because of the amount of prototyping and because taht we needed to be done in time for the alpha presentation. This we regretted. The amount of time it took me and my coding-coworker to seperate the “gamestate” in a separate h and cpp-folder and how efficient I feel I […]
Achievements – again
Lately I’ve been creating my own projects, because I want to have something to do. I want to be better at programming so I set aside some time to program every day. This way I learn new things. For me it’s not so much what I create, it’s more trying to get a challenge and learning something new.
Previously I made an achievement system for Unity, where I used an SQLite database and used a model of the data to create, […]
Achievements – again
Lately I’ve been creating my own projects, because I want to have something to do. I want to be better at programming so I set aside some time to program every day. This way I learn new things. For me it’s not so much what I create, it’s more trying to get a challenge and learning something new.
Previously I made an achievement system for Unity, where I used an SQLite database and used a model of the data to create, […]
Saraswati update
Over the past couple of weeks me, Emma and Kristofer have been working on bringing our character Saraswati to life. Kristofer and me have mostly been modeling, and Emma has been doing the animations.
Here is what she’s looking like now:
I quite like the way she’s turning out. I think we’ve managed to capture the concept art quite nicely. We are currently working on her animations, which will be a walk animation, two idle animations, one swim idle animation, one swim […]
Saraswati update
Over the past couple of weeks me, Emma and Kristofer have been working on bringing our character Saraswati to life. Kristofer and me have mostly been modeling, and Emma has been doing the animations.
Here is what she’s looking like now:
I quite like the way she’s turning out. I think we’ve managed to capture the concept art quite nicely. We are currently working on her animations, which will be a walk animation, two idle animations, one swim idle animation, one swim […]
v.5
God afton läsare.
Fredag igen och några hårstrån fattigare. I veckan har jag jobbat med att bygga en ”container” för våra power-ups, den ska illustreras som en komet som flyger in i skärm. Denna kometen kommer att fungera på två olika sätt, den kommer för det första vara ett hinder för spelaren, krockar kometen med spelaren så kommer spelaren ta skada. Spelarens val här är att akta sig för den och låta den sväva ur skärm, eller försöka sig på att […]
v.5
God afton läsare.
Fredag igen och några hårstrån fattigare. I veckan har jag jobbat med att bygga en ”container” för våra power-ups, den ska illustreras som en komet som flyger in i skärm. Denna kometen kommer att fungera på två olika sätt, den kommer för det första vara ett hinder för spelaren, krockar kometen med spelaren så kommer spelaren ta skada. Spelarens val här är att akta sig för den och låta den sväva ur skärm, eller försöka sig på att […]
Blog week #3
Hello, the third blog week is here!
During this week we have really made changes in the visual aspects of the game and I’m going to continue to talk about my work with the background.
This week started with a regular sprint meeting, where we sat down to set up our work schedule for the upcoming week. After it was finished we (the “graphic team”) discussed and created a color scheme appropriate to the vision we shared. It made a massive impact […]
Blog week #3
Hello, the third blog week is here!
During this week we have really made changes in the visual aspects of the game and I’m going to continue to talk about my work with the background.
This week started with a regular sprint meeting, where we sat down to set up our work schedule for the upcoming week. After it was finished we (the “graphic team”) discussed and created a color scheme appropriate to the vision we shared. It made a massive impact […]
MERMAID RIVER BLOG #3 – Deep Blue Sea
Hallå nästkommande läsare,
De två senaste veckorna har varit, minst sagt, stressiga till tusen! Vårt första speltest resulterade i en diskokub som förde, blinkandes, festen över en svart skärm. Vi insåg omedelbart efteråt en vecka innan vår alfatest att gasen var tvungen att sättas ända ner i golvet. Det hårda arbetet som pågick, från beckmörk natt till en sol i horisonten, resulterade i en lyckad alfapresentation. Vi i ”Team 4” kunde äntligen kunde fokusera inför vår beta som är nästa fredag!
Sen måndags den […]
MERMAID RIVER BLOG #3 – Deep Blue Sea
Hallå nästkommande läsare,
De två senaste veckorna har varit, minst sagt, stressiga till tusen! Vårt första speltest resulterade i en diskokub som förde, blinkandes, festen över en svart skärm. Vi insåg omedelbart efteråt en vecka innan vår alfatest att gasen var tvungen att sättas ända ner i golvet. Det hårda arbetet som pågick, från beckmörk natt till en sol i horisonten, resulterade i en lyckad alfapresentation. Vi i ”Team 4” kunde äntligen kunde fokusera inför vår beta som är nästa fredag!
Sen måndags den […]
Enemy Manager and Ambiguity.
For this week, my primary focus was on rehauling how we manage our enemy objects in the game.
Previously, we have in our gamestate stored all our managers in an vector, and performing all the actions that should be done manually. This includes checking collisions against all colliding objects (the player, owlets that are following the player, projectiles, and other hazards like thunderclouds), as well as putting them away in an separate pool when too far away from the player, and […]
Enemy Manager and Ambiguity.
For this week, my primary focus was on rehauling how we manage our enemy objects in the game.
Previously, we have in our gamestate stored all our managers in an vector, and performing all the actions that should be done manually. This includes checking collisions against all colliding objects (the player, owlets that are following the player, projectiles, and other hazards like thunderclouds), as well as putting them away in an separate pool when too far away from the player, and […]
Geneva Lost Weekly Reflection – Week 8, 2016
Artifact: Collision
Collision is an important part of every game, but can be very challenging. Some games require only simple collision detection: Tile based games makes due with axis aligned box to box collision detection while many space-shooter type games will only require simple circle collision detection.
Given that our game has free form movement we would need a more advanced type of collision to make sure that the game feels right. This we could either achieve with pixel-perfect collision detection or […]
Geneva Lost Weekly Reflection – Week 8, 2016
Artifact: Collision
Collision is an important part of every game, but can be very challenging. Some games require only simple collision detection: Tile based games makes due with axis aligned box to box collision detection while many space-shooter type games will only require simple circle collision detection.
Given that our game has free form movement we would need a more advanced type of collision to make sure that the game feels right. This we could either achieve with pixel-perfect collision detection or […]
The faces (or sprites) of death
It might be a little bit redundant at this point, but this week I worked on, you guessed it, yet more sprites. It is the third blog post in a row about sprites, and it’s quite hard to come up with anything new to write about, but here goes nothing.
Learning to animate is a steep climb. It is very hard when you start out, and once you get there, you might find, to your annoyance, an elevator at the top. […]
The faces (or sprites) of death
It might be a little bit redundant at this point, but this week I worked on, you guessed it, yet more sprites. It is the third blog post in a row about sprites, and it’s quite hard to come up with anything new to write about, but here goes nothing.
Learning to animate is a steep climb. It is very hard when you start out, and once you get there, you might find, to your annoyance, an elevator at the top. […]
Shinier stones
Another week gone by in what seems like the blink of an eye. It took a while, but I have now finally, blissfully, finished shading the set of stones needed. There is a small issue I have with the illustrating program I use where it turns transparent pixels into black pixels, which is a problem. Fortunately, one of my teammates uses the same program and knows how to fix it. She is going to show me how tomorrow, so that […]
Shinier stones
Another week gone by in what seems like the blink of an eye. It took a while, but I have now finally, blissfully, finished shading the set of stones needed. There is a small issue I have with the illustrating program I use where it turns transparent pixels into black pixels, which is a problem. Fortunately, one of my teammates uses the same program and knows how to fix it. She is going to show me how tomorrow, so that […]
LevelDesign
Hello dear readers! Robert here again and this week i have been working on leveldesign with my group.
So in our group we have a bunch of different enemies with different attack patterns and different enviromental obstacles that occur when you are flying above this train.
For the enemies we have the Falcon which have the movement pattern diagonal approach towards the player, so the Falcon will come in from the top go straight ahead until the player is in a diagonal […]
LevelDesign
Hello dear readers! Robert here again and this week i have been working on leveldesign with my group.
So in our group we have a bunch of different enemies with different attack patterns and different enviromental obstacles that occur when you are flying above this train.
For the enemies we have the Falcon which have the movement pattern diagonal approach towards the player, so the Falcon will come in from the top go straight ahead until the player is in a diagonal […]