Daily Archives: April 26, 2016

WPF. Sound run-time loading Unity

A little more than a week has gone by and more programming has been done. This time I was requested to put sound into Unity. Sound in Unity is normally not a problem. It’s just a matter of saying “Hey Unity, I have this AudioClip, drag it onto the AudioSource and you’re done.
What I didn’t account for was when the user wants to load a custom clip, that you need to load it into memory first. All of a sudden […]

/ Comments Off on WPF. Sound run-time loading Unity
Program: Programming

WPF. Sound run-time loading Unity

A little more than a week has gone by and more programming has been done. This time I was requested to put sound into Unity. Sound in Unity is normally not a problem. It’s just a matter of saying “Hey Unity, I have this AudioClip, drag it onto the AudioSource and you’re done.
What I didn’t account for was when the user wants to load a custom clip, that you need to load it into memory first. All of a sudden […]

/ Comments Off on WPF. Sound run-time loading Unity
Program: Programming

Alpha week,my deadlines.

Two days until Alpha and these are my priorities for the week.

Working on a Minimap

The minimap will display the entire level as well the current location of each guard and prisoner as a colored dot specific for each kind. It will provide a way of fast travel as well, by clicking on a location on the map you will be transported to that area.

Visuals for the Context Menu

Some kind of visual effect which shows that an action is active and a cooldown until […]

/ Comments Off on Alpha week,my deadlines.
Program: Programming

Alpha week,my deadlines.

Two days until Alpha and these are my priorities for the week.

Working on a Minimap

The minimap will display the entire level as well the current location of each guard and prisoner as a colored dot specific for each kind. It will provide a way of fast travel as well, by clicking on a location on the map you will be transported to that area.

Visuals for the Context Menu

Some kind of visual effect which shows that an action is active and a cooldown until […]

/ Comments Off on Alpha week,my deadlines.
Program: Programming

Big Game Project – Camera movement script

The camera in our game is meant to feel familiar to people who have played games in the Real Time Strategy genre before. It can be moved around by the player in three different ways:

With the keyboard: WASD and arrow keys
By moving the cursor to the screen edges
By holding the middle mouse button and dragging

There is also a zoom function that lets the player zoom in and out using the mouse wheel. This works by simply moving the camera forward […]

/ Comments Off on Big Game Project – Camera movement script
Program: Programming

Big Game Project – Camera movement script

The camera in our game is meant to feel familiar to people who have played games in the Real Time Strategy genre before. It can be moved around by the player in three different ways:

With the keyboard: WASD and arrow keys
By moving the cursor to the screen edges
By holding the middle mouse button and dragging

There is also a zoom function that lets the player zoom in and out using the mouse wheel. This works by simply moving the camera forward […]

/ Comments Off on Big Game Project – Camera movement script
Program: Programming

Half way where?

During the fourth week of BGP I have been working on implementing the event-type smalltalk into our game and started on larger events. Because of how we structured the .xml-files I can now use one piece of code in order to execute it in-game.

Smalltalk has been no problem but when it comes to larger events we will have to think harder. Since those events are bigger and more branching than smalltalk it will take a lot of planning to make it work […]

/ Comments Off on Half way where?
Program: Programming

Half way where?

During the fourth week of BGP I have been working on implementing the event-type smalltalk into our game and started on larger events. Because of how we structured the .xml-files I can now use one piece of code in order to execute it in-game.

Smalltalk has been no problem but when it comes to larger events we will have to think harder. Since those events are bigger and more branching than smalltalk it will take a lot of planning to make it work […]

/ Comments Off on Half way where?
Program: Programming

BGP week 4 – Albedos and assorted animation adjustments

This week was spent on a variety of different tasks that weren’t particularly connected to one another. I did a bit of texture work, tiling textures for the ground (which will be sand) as well as a couple of new animations for the player character. Other than that it was largely small fixes – implementing and adjusting the animations made the previous week, and fixing up the animation trees of the player character wherever needed.

/ Comments Off on BGP week 4 – Albedos and assorted animation adjustments
Program: Graphics

BGP week 4 – Albedos and assorted animation adjustments

This week was spent on a variety of different tasks that weren’t particularly connected to one another. I did a bit of texture work, tiling textures for the ground (which will be sand) as well as a couple of new animations for the player character. Other than that it was largely small fixes – implementing and adjusting the animations made the previous week, and fixing up the animation trees of the player character wherever needed.

/ Comments Off on BGP week 4 – Albedos and assorted animation adjustments
Program: Graphics

Week 4 of Big Game Project

This week, by comparison to the last one, was extremely productive. We implemented a tutorial level that we had been working on parts for since the beginning, implemented a maze I had started working on in the third week before being rudely interrupted by sickness and last but certainly not least, we implemented the three characters into the game.  This was very painless, as our lead coder had been working hard on them the last few weeks. However, this had […]

/ Comments Off on Week 4 of Big Game Project
Program: Graphics

Week 4 of Big Game Project

This week, by comparison to the last one, was extremely productive. We implemented a tutorial level that we had been working on parts for since the beginning, implemented a maze I had started working on in the third week before being rudely interrupted by sickness and last but certainly not least, we implemented the three characters into the game.  This was very painless, as our lead coder had been working hard on them the last few weeks. However, this had […]

/ Comments Off on Week 4 of Big Game Project
Program: Graphics

Week 3 of Big Game Project

I was sick for most of this week, but spoke with the team when they needed guidance. However, I did more level designing on paper. However, since it was literally on paper, it it isn’t available for me to upload.
But it wasn’t a totally wasted week on my part. Me and the artists met a man named Jona Marklund. He helped us with lighting and particles for unity as well as gave us ideas how to make our slimes look […]

/ Comments Off on Week 3 of Big Game Project
Program: Graphics

Week 3 of Big Game Project

I was sick for most of this week, but spoke with the team when they needed guidance. However, I did more level designing on paper. However, since it was literally on paper, it it isn’t available for me to upload.
But it wasn’t a totally wasted week on my part. Me and the artists met a man named Jona Marklund. He helped us with lighting and particles for unity as well as gave us ideas how to make our slimes look […]

/ Comments Off on Week 3 of Big Game Project
Program: Graphics

Pre-Alpha

Hi again!
Last week was the pre-alpha playtest, enabling us to get that sweet, sweet feedback in before the Alpha presentation that will be taking place this Thursday.
For this build, I first and foremost prioritized feedback on the controls and platforming aspects of the game rather than the actual puzzles that the game will eventually feature for the beta build. The goal was to get input on how the most fundumental aspect of the game(the player controls) felt for the player, […]

/ Comments Off on Pre-Alpha
Program: Graphics

Pre-Alpha

Hi again!
Last week was the pre-alpha playtest, enabling us to get that sweet, sweet feedback in before the Alpha presentation that will be taking place this Thursday.
For this build, I first and foremost prioritized feedback on the controls and platforming aspects of the game rather than the actual puzzles that the game will eventually feature for the beta build. The goal was to get input on how the most fundumental aspect of the game(the player controls) felt for the player, […]

/ Comments Off on Pre-Alpha
Program: Graphics