Daily Archives: March 17, 2016
Desolate Echo – Week 8
So, here we are.
The final week. The final post.
Alright, here we go.
This week I would like to present the bane of my existence, the death animation for the Prowler. It looks like this:
Eight separate animations that need to follow the same general movement while still looking like the body parts have weight and momentum? Sure, I didn’t need to sleep anyway.
Boy, did I bite off more than I could chew. I understand now why so many enemies explode in games that […]
Desolate Echo – Week 8
So, here we are.
The final week. The final post.
Alright, here we go.
This week I would like to present the bane of my existence, the death animation for the Prowler. It looks like this:
Eight separate animations that need to follow the same general movement while still looking like the body parts have weight and momentum? Sure, I didn’t need to sleep anyway.
Boy, did I bite off more than I could chew. I understand now why so many enemies explode in games that […]
Wrapping Up Geneva Lost
This will be the last post related to our current project Geneva Lost. These last weeks have been busy and we’ve all learned one or two things about developing a game. The most important thing that I learned was the importance of planning and structure. Without it the amount of working hours each week got inconsistent. This caused a lot of our original plans to be cut out because lack of time. However there are a lot of positive things […]
Wrapping Up Geneva Lost
This will be the last post related to our current project Geneva Lost. These last weeks have been busy and we’ve all learned one or two things about developing a game. The most important thing that I learned was the importance of planning and structure. Without it the amount of working hours each week got inconsistent. This caused a lot of our original plans to be cut out because lack of time. However there are a lot of positive things […]
Finishing the Level And Last blog entry for Trowl!
Welcome back dear readers, this week i will write about the end of the level in our game trowl and the hassels and balancing issues i faced along the way.
So to start i had to come up with a combination of enemies to have in the end that would be challenging and serve as a grand finale of the game so to speak. So i started thinking up ways in which i could convey that message to our players so […]
Finishing the Level And Last blog entry for Trowl!
Welcome back dear readers, this week i will write about the end of the level in our game trowl and the hassels and balancing issues i faced along the way.
So to start i had to come up with a combination of enemies to have in the end that would be challenging and serve as a grand finale of the game so to speak. So i started thinking up ways in which i could convey that message to our players so […]
Week six post
This week has been spent entirely on polishing the assets of the game. This includes doing things such as animating what’s left of the different characters states which up until now only had keyframes to act as placeholders. Polishing has also included coloring the animations. One of the assets i worked on was an animation that is to play as the protagonist of the game, captain noleg gets electrocuted. The player gets elecrtocuted when attacking a specific part of one […]
Week six post
This week has been spent entirely on polishing the assets of the game. This includes doing things such as animating what’s left of the different characters states which up until now only had keyframes to act as placeholders. Polishing has also included coloring the animations. One of the assets i worked on was an animation that is to play as the protagonist of the game, captain noleg gets electrocuted. The player gets elecrtocuted when attacking a specific part of one […]
Game??? OVER !!!
Hi,
Today i am going to talk about a thing no gamer wants to see but it is a part of every game.Yes ,you guessed right it is the one screen nobody likes.Game Over. Congratulations you loose.
I implemented the game over screen for our game Planet Suburbia . Every thing went fine until i recognized two days before we have our final release of the game that you cannot loose. We have four Sectors , every one of them has like 10 life’s. When […]
Game??? OVER !!!
Hi,
Today i am going to talk about a thing no gamer wants to see but it is a part of every game.Yes ,you guessed right it is the one screen nobody likes.Game Over. Congratulations you loose.
I implemented the game over screen for our game Planet Suburbia . Every thing went fine until i recognized two days before we have our final release of the game that you cannot loose. We have four Sectors , every one of them has like 10 life’s. When […]
Week 8, The end(Screen)
Hello and goodbye!
This will be the last update for this project!
A lot of polishing has been done, but we have also tested our way through the game and everything surrounding it. Working with the navigation through the menu, tweaking and other small details that we think make our game, a better game!
While everything felt solid, we were still missing a proper function for highscore.
We were not happy with the current one. We did not only redo it because it was […]
Week 8, The end(Screen)
Hello and goodbye!
This will be the last update for this project!
A lot of polishing has been done, but we have also tested our way through the game and everything surrounding it. Working with the navigation through the menu, tweaking and other small details that we think make our game, a better game!
While everything felt solid, we were still missing a proper function for highscore.
We were not happy with the current one. We did not only redo it because it was […]
End
The end is coming and that is a relief. Our first GDD (Game Design Document) was poor. But when we got back the feedback, we did not even get any feedback cause it was accordingly to our teacher so so utterly crap that it was below him. I might agree to some extent that parts of it was really underworked. So I decided to redo it myself since our programmers are having a ruff time making it in time. Basically it feels […]
End
The end is coming and that is a relief. Our first GDD (Game Design Document) was poor. But when we got back the feedback, we did not even get any feedback cause it was accordingly to our teacher so so utterly crap that it was below him. I might agree to some extent that parts of it was really underworked. So I decided to redo it myself since our programmers are having a ruff time making it in time. Basically it feels […]
Blog 6 17/3
Player Feedback!
Tim Rojo , Grupp 5
Den här veckan har jag jobbat med väldigt många olika assets, eftersom att det är sista veckan innan spelet skall vara klart. Men jag har valt att skriva om player feedback denna bloggpost. Det jag fokuserade mest på var att göra så att skärmen skakade när bossen använder en av sina special attacker. Attacken går ut på att två stora stenpelare från vardera sidan av skärmen slår ihop, spelaren måste därför röra sig framåt eller […]
Blog 6 17/3
Player Feedback!
Tim Rojo , Grupp 5
Den här veckan har jag jobbat med väldigt många olika assets, eftersom att det är sista veckan innan spelet skall vara klart. Men jag har valt att skriva om player feedback denna bloggpost. Det jag fokuserade mest på var att göra så att skärmen skakade när bossen använder en av sina special attacker. Attacken går ut på att två stora stenpelare från vardera sidan av skärmen slår ihop, spelaren måste därför röra sig framåt eller […]
BLOG WEEK 5 – Vector subscript out of range
Hello there!
This week has been doing a lot for the final, when I say a lot, I mean a lot. I have been creating stuff for the program all over to make the final as good as possible. However creating objects in the game also means that you have to make the infamous std::vector. A vector is just ”lockers” where you can save information, (I will not go in any further in to it.) Vectors have an exceptional ability to crash […]
BLOG WEEK 5 – Vector subscript out of range
Hello there!
This week has been doing a lot for the final, when I say a lot, I mean a lot. I have been creating stuff for the program all over to make the final as good as possible. However creating objects in the game also means that you have to make the infamous std::vector. A vector is just ”lockers” where you can save information, (I will not go in any further in to it.) Vectors have an exceptional ability to crash […]
Blog week 6 – Story pictures
Hello! Not much happened this week when it comes to graphics. Alot of time were spent on very small arifacts, writing in our design dokument or managing our backlog. Most of the in-game graphics were done but there was one last piece that we implemented this week: The story.
So this week we’ll take a look at the story-pictures that I drew for the intro of the game, wich sets up the event that you, the player, will take part in. […]
Blog week 6 – Story pictures
Hello! Not much happened this week when it comes to graphics. Alot of time were spent on very small arifacts, writing in our design dokument or managing our backlog. Most of the in-game graphics were done but there was one last piece that we implemented this week: The story.
So this week we’ll take a look at the story-pictures that I drew for the intro of the game, wich sets up the event that you, the player, will take part in. […]
Sista inlägget
Trowl final
Denna vecka har jag jobbat på att fixa det sista i spelet och få allt att fungera som det skall.
Vi har alla jobbat med att fixa buggar och lägga in dom sista funktionerna i vårat spel.
Jag har som exempel gjort att spelaren score ökar varje gång spelaren dödar en fiende och skapat modifiers för highscore när spelet är antingen vunnet eller förlorat. Då ökas scoren med x % för varje owlet spelaren har plockat upp och mängden stress spelaren […]
Sista inlägget
Trowl final
Denna vecka har jag jobbat på att fixa det sista i spelet och få allt att fungera som det skall.
Vi har alla jobbat med att fixa buggar och lägga in dom sista funktionerna i vårat spel.
Jag har som exempel gjort att spelaren score ökar varje gång spelaren dödar en fiende och skapat modifiers för highscore när spelet är antingen vunnet eller förlorat. Då ökas scoren med x % för varje owlet spelaren har plockat upp och mängden stress spelaren […]
Building a Menu ground up. Part 2.
Welcome back!
Last time we went through everything that was needed to build the buttons we need for the menu, and since they’re completely self-managing we dont need to do anything except check if the button returns true or false when we update it.
What we need to do is some kind of structure that decides what buttons we currently can look at, what buttons we can interact with, and some way of knowing what will happen when they are pressed.
So for […]
Building a Menu ground up. Part 2.
Welcome back!
Last time we went through everything that was needed to build the buttons we need for the menu, and since they’re completely self-managing we dont need to do anything except check if the button returns true or false when we update it.
What we need to do is some kind of structure that decides what buttons we currently can look at, what buttons we can interact with, and some way of knowing what will happen when they are pressed.
So for […]