Monthly Archives: March 2016

Crunch time

Last week before final and there is so much left to do that I actually don’t know where to start. We have had to cut so much content to gain more time but it seems like there won’t be any game at all in the end.
So as stated above, this week have been all about crunching. I have managed to get a lot of things done, however most of them have been small polish things that took no longer than […]

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Program: Programming

Crunch time

Last week before final and there is so much left to do that I actually don’t know where to start. We have had to cut so much content to gain more time but it seems like there won’t be any game at all in the end.
So as stated above, this week have been all about crunching. I have managed to get a lot of things done, however most of them have been small polish things that took no longer than […]

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Program: Programming

Trowl – EndState

This week we have had a lot of things to do since final is closing in. Most of the tasks this week has been buggfixes and implementing all animations to make the game more smooth and fun to play. But one thing that I have worked a lot with besides these tasks is the Endstate of our game.
The Endstate is the state when the player either loses or wins the game. The easiest one of these two were the lose […]

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Program: Programming

Trowl – EndState

This week we have had a lot of things to do since final is closing in. Most of the tasks this week has been buggfixes and implementing all animations to make the game more smooth and fun to play. But one thing that I have worked a lot with besides these tasks is the Endstate of our game.
The Endstate is the state when the player either loses or wins the game. The easiest one of these two were the lose […]

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Program: Programming

Week 6, Pause Function

This weeks topic might be a simple and boring one since it’s only about the pause function of our game. However, I figured there might be some solutions to how things were done that might be a tad interesting so bare with me for a bit.
A pause function is probably not necessary in such a small game like ours but it’s mainly there to not force the player to die if in need of a unplanned toilet break or just […]

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Program: Programming

Week 6, Pause Function

This weeks topic might be a simple and boring one since it’s only about the pause function of our game. However, I figured there might be some solutions to how things were done that might be a tad interesting so bare with me for a bit.
A pause function is probably not necessary in such a small game like ours but it’s mainly there to not force the player to die if in need of a unplanned toilet break or just […]

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Program: Programming

It's Raining Crates

Oh wow, what a week. Tomorrow is the deadline and I’ve gotten a lot of things done these last few days. It was pretty hard to decide what to write about!
At first, our powerups were dropped by the enemies when they explode. It didn’t make much sense because they’re not trying to shoot anyone down, they’re just trying to land on your planet. So we switched it up: The powerups now comes in crates (Worms-style), sent by whatever company you’re […]

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Program: Programming

It's Raining Crates

Oh wow, what a week. Tomorrow is the deadline and I’ve gotten a lot of things done these last few days. It was pretty hard to decide what to write about!
At first, our powerups were dropped by the enemies when they explode. It didn’t make much sense because they’re not trying to shoot anyone down, they’re just trying to land on your planet. So we switched it up: The powerups now comes in crates (Worms-style), sent by whatever company you’re […]

/ Comments Off on It's Raining Crates
Program: Programming

It's Raining Crates

Oh wow, what a week. Tomorrow is the deadline and I’ve gotten a lot of things done these last few days. It was pretty hard to decide what to write about!
At first, our powerups were dropped by the enemies when they explode. It didn’t make much sense because they’re not trying to shoot anyone down, they’re just trying to land on your planet. So we switched it up: The powerups now comes in crates (Worms-style), sent by whatever company you’re […]

/ Comments Off on It's Raining Crates
Program: Programming

It's Raining Crates

Oh wow, what a week. Tomorrow is the deadline and I’ve gotten a lot of things done these last few days. It was pretty hard to decide what to write about!
At first, our powerups were dropped by the enemies when they explode. It didn’t make much sense because they’re not trying to shoot anyone down, they’re just trying to land on your planet. So we switched it up: The powerups now comes in crates (Worms-style), sent by whatever company you’re […]

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Program: Programming

End of a chapter Spitting Spider, G. 12 #6

Hello Readers!
So it seems our game project is finally starting to reach an end and what I’ve been working on this week is a rather “uncomplicated thing” which is simply to give the “spit” to our spitting spider, which former had the same AI and behaviour of the wasp, which was to face dive the player to kill the player, which was in this situation rather unappropriate for a “spitting spider” which was supposed to be a ranged unit.
So, how […]

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Program: Programming

End of a chapter Spitting Spider, G. 12 #6

Hello Readers!
So it seems our game project is finally starting to reach an end and what I’ve been working on this week is a rather “uncomplicated thing” which is simply to give the “spit” to our spitting spider, which former had the same AI and behaviour of the wasp, which was to face dive the player to kill the player, which was in this situation rather unappropriate for a “spitting spider” which was supposed to be a ranged unit.
So, how […]

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Program: Programming

Blog Week #6

Hello there dear reader! The final week of our groups project Mermaid River is coming to an end.
It’s been a really intense week, filled with a lot of refining and discussions about the last things we want to polish before
We’re ready to let our baby go..
..To be honest, I think we’re as ready as you can get to just close this chapter of our lives, called Mermaid River, for good.
Like the week before, and before that my major task has […]

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Program: Graphics

Blog Week #6

Hello there dear reader! The final week of our groups project Mermaid River is coming to an end.
It’s been a really intense week, filled with a lot of refining and discussions about the last things we want to polish before
We’re ready to let our baby go..
..To be honest, I think we’re as ready as you can get to just close this chapter of our lives, called Mermaid River, for good.
Like the week before, and before that my major task has […]

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Program: Graphics

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 […]

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Program: Graphics

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 […]

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Program: Graphics

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 […]

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Program: Graphics

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 […]

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Program: Graphics

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 […]

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Program: Programming

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 […]

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Program: Programming

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 […]

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Program: Graphics

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 […]

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Program: Graphics

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 […]

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Program: Programming

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 […]

/ Comments Off on Game??? OVER !!!
Program: Programming