Monthly Archives: April 2016
Alpha Week has Passed
It’s time to do a review of how the week has gone. In my last post i presented my three different work aspects and sadly only one has been implemented and even that one is not entirely working as intended.
The implemented feature was the minimap, I implemented it by using a second camera which was placed above the level with an orthographic perspective and limiting the amount of effects it renders. Then projecting this camera onto a render texture which […]
Alpha Week has Passed
It’s time to do a review of how the week has gone. In my last post i presented my three different work aspects and sadly only one has been implemented and even that one is not entirely working as intended.
The implemented feature was the minimap, I implemented it by using a second camera which was placed above the level with an orthographic perspective and limiting the amount of effects it renders. Then projecting this camera onto a render texture which […]
Synapse: Big Game Project Post #4
This week I worked on the logotype for the project and chose a font for us to use in the game. What you see below is the final version.
I started by making six different logotypes, each with a different theme and shape. Three of them depicted a brain in different styles, and the other three had varying styles of neurons. The test logos can be seen below.
Most of them where rejected for being too abstract, generic or not conveying anything […]
Synapse: Big Game Project Post #4
This week I worked on the logotype for the project and chose a font for us to use in the game. What you see below is the final version.
I started by making six different logotypes, each with a different theme and shape. Three of them depicted a brain in different styles, and the other three had varying styles of neurons. The test logos can be seen below.
Most of them where rejected for being too abstract, generic or not conveying anything […]
Symbiosis DevDiary #4
Lightmapping
This week have almost exclusively consisted of lightmapping. It is not something I have had to much experience with and I was a bit unsure how to approach it. What I knew when I started was to keep all the unwraps as straight as possible and that no faces could overlap. I also knew that the last time I did some lightmapping the result was not all too satisfying. What I have learn though is the importance of keeping the seams straight. […]
Symbiosis DevDiary #4
Lightmapping
This week have almost exclusively consisted of lightmapping. It is not something I have had to much experience with and I was a bit unsure how to approach it. What I knew when I started was to keep all the unwraps as straight as possible and that no faces could overlap. I also knew that the last time I did some lightmapping the result was not all too satisfying. What I have learn though is the importance of keeping the seams straight. […]
Build in Progress
Many, many blueprints later, Construction on the official Zombie Crawler controls have begun! The last couple of weeks we’ve sent our lead technician on a hunt for materials all around town (She did mention something about having to “saw by hand –on a bench made for giants- a 3.6 meter long wooden plank in order for it to fit in her car”), this thursday we’ve finally been able to get to work in the workshop in Fårösund.
Lead Tech Linda and […]
Build in Progress
Many, many blueprints later, Construction on the official Zombie Crawler controls have begun! The last couple of weeks we’ve sent our lead technician on a hunt for materials all around town (She did mention something about having to “saw by hand –on a bench made for giants- a 3.6 meter long wooden plank in order for it to fit in her car”), this thursday we’ve finally been able to get to work in the workshop in Fårösund.
Lead Tech Linda and […]
BGP Week 5: Coming out to a friend (or three)
This week I’ve been working on a larger event where Sam tells a friend about Nicole for the first time. This is one of the major stepping stones towards coming out to the parents, which is the endgame for the demo we’re making.
We decided that Sam’s friends would react to her relationship in a set way, which means their traits aren’t randomized like some of the other characters. This is mostly because it makes it easier to build a dramatic […]
BGP Week 5: Coming out to a friend (or three)
This week I’ve been working on a larger event where Sam tells a friend about Nicole for the first time. This is one of the major stepping stones towards coming out to the parents, which is the endgame for the demo we’re making.
We decided that Sam’s friends would react to her relationship in a set way, which means their traits aren’t randomized like some of the other characters. This is mostly because it makes it easier to build a dramatic […]
week 4
This work I’ve been working on a lot of bugfixing. We noticed that the cloud was really buggy during the testing last week. So for me the highest priority was trying to fix this.
One of the bugs i found was that we used a rigidbody so that the cloud could collide with diagonally alligned platforms. We decided to disable it to fix a lot of these bugs. The only bug after this was that the cloud didn’t collide with platforms. […]
week 4
This work I’ve been working on a lot of bugfixing. We noticed that the cloud was really buggy during the testing last week. So for me the highest priority was trying to fix this.
One of the bugs i found was that we used a rigidbody so that the cloud could collide with diagonally alligned platforms. We decided to disable it to fix a lot of these bugs. The only bug after this was that the cloud didn’t collide with platforms. […]
week 3
Hello
This week i’ve been working on animations for our lumi character. The specific animations i’ve been working on are the walking and running animations and idle animations. The first thing i was tasked to do was to blend the walking and running animations. For this i used the unity blend state in its animator window. I used the absolute value of the axis value of the left stick to decide the float value of the blend.
For the idle animations i […]
week 3
Hello
This week i’ve been working on animations for our lumi character. The specific animations i’ve been working on are the walking and running animations and idle animations. The first thing i was tasked to do was to blend the walking and running animations. For this i used the unity blend state in its animator window. I used the absolute value of the axis value of the left stick to decide the float value of the blend.
For the idle animations i […]
Week 5 – Alpha stress
This week have been the most stressful one thus far, this week we had the alpha deadline where a jury-staff visited the office and play-tested the game. As usual, a few hours before the deadline a game breaking never before seen bug was discovered and thus the entire game went down in a spiral of bug after bug attempting to fix it. And this happened despite us crunching to midnight nearly every day this week in order to avoid exactly […]
Week 5 – Alpha stress
This week have been the most stressful one thus far, this week we had the alpha deadline where a jury-staff visited the office and play-tested the game. As usual, a few hours before the deadline a game breaking never before seen bug was discovered and thus the entire game went down in a spiral of bug after bug attempting to fix it. And this happened despite us crunching to midnight nearly every day this week in order to avoid exactly […]
5. Close friends
Den här veckan har jag jobbat på karaktärerna som ska bli Sams vänner utanför skolan. Vi vill få med fler nära kompisar för att skapa mer djup i spelet genom fler karaktärer med en tydligare relation till Sam och en bredare bakgrund. Här försökte jag få in en del av de personer som vi känts saknats i spelet. Resultatet blev dessa tre personer:
John, Miryam och Linn
Alla karaktärer som var planerade att bli klara till spelet är nu färdiga och nästa […]
5. Close friends
Den här veckan har jag jobbat på karaktärerna som ska bli Sams vänner utanför skolan. Vi vill få med fler nära kompisar för att skapa mer djup i spelet genom fler karaktärer med en tydligare relation till Sam och en bredare bakgrund. Här försökte jag få in en del av de personer som vi känts saknats i spelet. Resultatet blev dessa tre personer:
John, Miryam och Linn
Alla karaktärer som var planerade att bli klara till spelet är nu färdiga och nästa […]
Nudibranch Alpha testing!
This week we have Alpha testing, in less than one hour the jury will come and test the alpha build of our game, and just as I type we are finishing up the build that we want to show off. During this week we have been working on implementing some changes made due to the feedback we received in last weeks open testing session(follow-up post on the feedback we received will come later).
The main gameplay and core-loop of our game is shaping up […]
Nudibranch Alpha testing!
This week we have Alpha testing, in less than one hour the jury will come and test the alpha build of our game, and just as I type we are finishing up the build that we want to show off. During this week we have been working on implementing some changes made due to the feedback we received in last weeks open testing session(follow-up post on the feedback we received will come later).
The main gameplay and core-loop of our game is shaping up […]
University Projects: Synapse Week 4
This week has been intriguing, I will post another post tomorrow aswell but I just have to write something about what is happening at the moment.
We had our alpha today and our programmer had stayed up all night to make it work, but 40 minutes or so before we were supposed to show the game, it all crashed. This led to us not actually having anything to show except a combination of old and new elements.
So we decided to have […]
University Projects: Synapse Week 4
This week has been intriguing, I will post another post tomorrow aswell but I just have to write something about what is happening at the moment.
We had our alpha today and our programmer had stayed up all night to make it work, but 40 minutes or so before we were supposed to show the game, it all crashed. This led to us not actually having anything to show except a combination of old and new elements.
So we decided to have […]
Big Game Project – Sound Effect container script
I have been implementing some sound effects. Our playable characters, the settlers, contain a bunch of different sound effects and I had to invent a system for handling them. The things I had in mind:
Allow to later add more sound effects fairly easily in the editor
Adding several AudioClips for each sound
A simple way to get a random variation of a sound without dealing with the randomization where the sound is played from
The AudioSource components should be children of the settler […]
Big Game Project – Sound Effect container script
I have been implementing some sound effects. Our playable characters, the settlers, contain a bunch of different sound effects and I had to invent a system for handling them. The things I had in mind:
Allow to later add more sound effects fairly easily in the editor
Adding several AudioClips for each sound
A simple way to get a random variation of a sound without dealing with the randomization where the sound is played from
The AudioSource components should be children of the settler […]