Monthly Archives: April 2016
Update on Nudibranchs Texture
This is a quick update on where I’m at when it comes to texturing the nudibranch. The biggest reason for changing the texture was that the colors where to similar to the background. In the new texture I’m using more yellow for contrast.
Here’s my refrense:
The texture:
In game Print Screen:
I’m going to reduce the shine and darken it a bit, but I think this texture is better then the previous one
Update on Nudibranchs Texture
This is a quick update on where I’m at when it comes to texturing the nudibranch. The biggest reason for changing the texture was that the colors where to similar to the background. In the new texture I’m using more yellow for contrast.
Here’s my refrense:
The texture:
In game Print Screen:
I’m going to reduce the shine and darken it a bit, but I think this texture is better then the previous one
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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.
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.
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 […]
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 […]
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 […]
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 […]
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, […]
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, […]
Big Game Blog 3
Water Funtimes
Been fixing up a completely new custom shader for our ingame water. Had alot fo fun with this, but it sure took a long time. I still want to fiddle around with it some more, im not completely happy with the surface refraction and the edge foam at the moment. But it will have to be postponed slightly since i’ve got some other things to take care of this week.
Here is a Screen:
Here’s a video link to see the […]
Big Game Blog 3
Water Funtimes
Been fixing up a completely new custom shader for our ingame water. Had alot fo fun with this, but it sure took a long time. I still want to fiddle around with it some more, im not completely happy with the surface refraction and the edge foam at the moment. But it will have to be postponed slightly since i’ve got some other things to take care of this week.
Here is a Screen:
Here’s a video link to see the […]
Big Game Project
Creating environment assets
Last week I tried a new approach to modelling the environment assets for TALE, our big game project game.
The workflow is summarized with 4 steps:
1. Concept2. Sculpt3. Re-meshing (with Blender using the Shrinkwrap modifier)4. Baking normal maps from the high poly sculpt (in Blender)
(text is placed above the related image)
First I take a desired screenshot of the terrain that needs an asset
Then I do a paint over of the screenshot, estimating the size and shape of the […]
Big Game Project
Creating environment assets
Last week I tried a new approach to modelling the environment assets for TALE, our big game project game.
The workflow is summarized with 4 steps:
1. Concept2. Sculpt3. Re-meshing (with Blender using the Shrinkwrap modifier)4. Baking normal maps from the high poly sculpt (in Blender)
(text is placed above the related image)
First I take a desired screenshot of the terrain that needs an asset
Then I do a paint over of the screenshot, estimating the size and shape of the […]
BGP Week 1 – Camera Angles
It seems proper to start with an introduction. This blog post, and the ones that will follow it are on the subject of the Big Game Project course at Uppsala University Campus Gotland where I, as part of a group of six people, will be working on developing a game. The game I will be working on has started out with the project name Spacegoo Adventures, and is a 3D puzzle platformer.
The first week I started out working on getting […]
BGP Week 1 – Camera Angles
It seems proper to start with an introduction. This blog post, and the ones that will follow it are on the subject of the Big Game Project course at Uppsala University Campus Gotland where I, as part of a group of six people, will be working on developing a game. The game I will be working on has started out with the project name Spacegoo Adventures, and is a 3D puzzle platformer.
The first week I started out working on getting […]