Daily Archives: May 1, 2016

BGP progress

I worked on two monsters this week. Firstl I finished the wolf enemy and after that I designed and finished the frog minions. The frog minions will inhabitant a ship and the player must kill all frog minions in order to board the ship.
When doing the frog minions I looked on alot of reference pictures to get the anatomy about right and after that I designed after own choice. I tried to keep it simple and soft in the coulouring […]

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Program: Graphics

BGP progress

I worked on two monsters this week. Firstl I finished the wolf enemy and after that I designed and finished the frog minions. The frog minions will inhabitant a ship and the player must kill all frog minions in order to board the ship.
When doing the frog minions I looked on alot of reference pictures to get the anatomy about right and after that I designed after own choice. I tried to keep it simple and soft in the coulouring […]

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Program: Graphics

Week 5 BGP

Måndag 25/4 Idag har jag arbetat med raycast. Tidigare har jag använt en sfär runt mina karaktärer som använder AI men det kommer inte funka i längden. Så jag har använt mig av raycast som är en kollisioncheck som kollar i ett streck rakt fram. Strecket växer och krymper beroende på om den krockar med något. Alltså, ifall strecket går in i väggen så slutar den vid väggen och kollar därför inte vad som är på andra sidan av väggen. […]

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Program: Programming

Week 5 BGP

Måndag 25/4 Idag har jag arbetat med raycast. Tidigare har jag använt en sfär runt mina karaktärer som använder AI men det kommer inte funka i längden. Så jag har använt mig av raycast som är en kollisioncheck som kollar i ett streck rakt fram. Strecket växer och krymper beroende på om den krockar med något. Alltså, ifall strecket går in i väggen så slutar den vid väggen och kollar därför inte vad som är på andra sidan av väggen. […]

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Program: Programming

Befriend a fish – win a prize!

 
NOTE; I plan to add pictures to this post, I promise! For now though I really need to get some sleep
Hi!
Today, I’d like to adress yet another design mystery in Slumber. I know I should probably just talk about the stuff that’s already been defined and how and why it works, but it’s just so much more valuable for me to describe the current problems so that I can go ahead and solve them somehow!
So! Without any further ado, allow me to talk about
Fish friendships
In Slumber, […]

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Program: Graphics

Befriend a fish – win a prize!

 
NOTE; I plan to add pictures to this post, I promise! For now though I really need to get some sleep
Hi!
Today, I’d like to adress yet another design mystery in Slumber. I know I should probably just talk about the stuff that’s already been defined and how and why it works, but it’s just so much more valuable for me to describe the current problems so that I can go ahead and solve them somehow!
So! Without any further ado, allow me to talk about
Fish friendships
In Slumber, […]

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Program: Graphics

Production: Week Five

This has been a good week for our team, we’ve gotten a lot of things done and we’re feeling rather pleased with what we’ve accomplished this week! Most of our animations are actually pretty much finished. Granted some of them may need some re-work but in general, Zombie Crawler’s assets are nearing completion. In other words, we’re on schedule with our project and remarkably, we seem to have eough time for touch up and can even spoil some of our […]

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Program: Graphics

Production: Week Five

This has been a good week for our team, we’ve gotten a lot of things done and we’re feeling rather pleased with what we’ve accomplished this week! Most of our animations are actually pretty much finished. Granted some of them may need some re-work but in general, Zombie Crawler’s assets are nearing completion. In other words, we’re on schedule with our project and remarkably, we seem to have eough time for touch up and can even spoil some of our […]

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Program: Graphics

Big Game Project Week 4

So, the fourth week of development has come to an end. We have finished up some of the graphics in the level and we have completed our first alpha! 
The alpha was not pretty, not the least. We had a lot more polished features that we wanted to implement that we couldn’t because of struggles with SourceTree and a general lack of time. But the alpha is playable, has the general visual style that we strive for and some enemies that […]

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Program: Graphics

Big Game Project Week 4

So, the fourth week of development has come to an end. We have finished up some of the graphics in the level and we have completed our first alpha! 
The alpha was not pretty, not the least. We had a lot more polished features that we wanted to implement that we couldn’t because of struggles with SourceTree and a general lack of time. But the alpha is playable, has the general visual style that we strive for and some enemies that […]

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Program: Graphics

Big Game Project: Week 4

The fourth week (Apr 25 – Apr 29) development of our game “Kei” continues. This week I was working on an experimental feature in the game, the auto-locking system.
All considerations here are about melee attack (the player will also have ranged attack but it hasn’t been implemented yet). When you attack an enemy, the collider placed around your sword has to collide with the enemy’s collider in order for the hit to be registered. Since the sword object is relatively small compared […]

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Program: Programming

Big Game Project: Week 4

The fourth week (Apr 25 – Apr 29) development of our game “Kei” continues. This week I was working on an experimental feature in the game, the auto-locking system.
All considerations here are about melee attack (the player will also have ranged attack but it hasn’t been implemented yet). When you attack an enemy, the collider placed around your sword has to collide with the enemy’s collider in order for the hit to be registered. Since the sword object is relatively small compared […]

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Program: Programming

Thoughts on the Slumber logotype

Hello and welcome back!
 
Team Dream Dust are now at the sixth week of development, and the game has got a fantastic new name: SLUMBER!
 
During these past weeks I have worked on a lot of different things, including the game’s logotype as seen below and on the right! Since Slumber is set underwater we wanted to show that in the logotype somehow. Our first thought was to depict our main character, the Nudibranch, in the logotype as the game centers around it, but if you don’t already know […]

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Program: Graphics

Thoughts on the Slumber logotype

Hello and welcome back!
 
Team Dream Dust are now at the sixth week of development, and the game has got a fantastic new name: SLUMBER!
 
During these past weeks I have worked on a lot of different things, including the game’s logotype as seen below and on the right! Since Slumber is set underwater we wanted to show that in the logotype somehow. Our first thought was to depict our main character, the Nudibranch, in the logotype as the game centers around it, but if you don’t already know […]

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Program: Graphics

Big Game Project: Week 3

The third week (Apr 18 – Apr 22) I worked mostly with Enemy 1 (“Alpha”) AI. I experimented with two different AI behaviors:

where the enemy follows the player during its attack phase and deals damage to the player upon contact (because of its rapidly spinning hull)
where the enemy charges towards the player in a straight line dealing damage on contact; the player can more easily evade the attack by moving off of the straight line

The latter behavior feels too simplistic and too easy […]

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Program: Programming

Big Game Project: Week 3

The third week (Apr 18 – Apr 22) I worked mostly with Enemy 1 (“Alpha”) AI. I experimented with two different AI behaviors:

where the enemy follows the player during its attack phase and deals damage to the player upon contact (because of its rapidly spinning hull)
where the enemy charges towards the player in a straight line dealing damage on contact; the player can more easily evade the attack by moving off of the straight line

The latter behavior feels too simplistic and too easy […]

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Program: Programming

Week 4 – Alpha

Hello again!
This week was crazy stressful, we had our alpha deadline on Thursday and there was so much to be done before that. On both Tuesday and Wednesday we worked from 10 am until midnight.
For the alpha we wanted a new and bigger level than the level we had for last weeks playtesting. So the first thing I did was to start working on a new level. At first it was difficult and I couldn’t get started on the level […]

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Program: Programming

Week 4 – Alpha

Hello again!
This week was crazy stressful, we had our alpha deadline on Thursday and there was so much to be done before that. On both Tuesday and Wednesday we worked from 10 am until midnight.
For the alpha we wanted a new and bigger level than the level we had for last weeks playtesting. So the first thing I did was to start working on a new level. At first it was difficult and I couldn’t get started on the level […]

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Program: Programming

BigGameProject blog 4

Hej!
I veckan har jag jobbat på ett rum-system för vårat spel och även andra saker runt omkring.Rum-systemet är där så att vakter ska kunna höra ett objekt i ett annat rum och sedan veta vart han ska gå någonstans. Det funkar såhär, objektet bestämmer hur långt effekten ska nå med variabeln room_reach. Efter att objektet blir aktiverat skickar det till det rummet den är i att objektet är aktivt, hur långt den når och kollisions-boxen så att vakten kan nå […]

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Program: Programming

BigGameProject blog 4

Hej!
I veckan har jag jobbat på ett rum-system för vårat spel och även andra saker runt omkring.Rum-systemet är där så att vakter ska kunna höra ett objekt i ett annat rum och sedan veta vart han ska gå någonstans. Det funkar såhär, objektet bestämmer hur långt effekten ska nå med variabeln room_reach. Efter att objektet blir aktiverat skickar det till det rummet den är i att objektet är aktivt, hur långt den når och kollisions-boxen så att vakten kan nå […]

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Program: Programming

WEEK #4 – BIG GAME PROJECT – ALPHA

Hey guys!
So this week has been crazy intense. We had our alpha presentation, which a jury played and gave feedback on. I was so nervous but we did alright. We crunched and stayed in school until midnight, twice to make the alpha as good as possible. So what have I been doing this week? Environment-wise I haven’t done that much, I modelled a prisoner pod which the guards uses to transfer the caught prisoners back to their cell. My role […]

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Program: Graphics

WEEK #4 – BIG GAME PROJECT – ALPHA

Hey guys!
So this week has been crazy intense. We had our alpha presentation, which a jury played and gave feedback on. I was so nervous but we did alright. We crunched and stayed in school until midnight, twice to make the alpha as good as possible. So what have I been doing this week? Environment-wise I haven’t done that much, I modelled a prisoner pod which the guards uses to transfer the caught prisoners back to their cell. My role […]

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Program: Graphics

WEEK #4 – BIG GAME PROJECT – ALPHA

Hey guys!
So this week has been crazy intense. We had our alpha presentation, which a jury played and gave feedback on. I was so nervous but we did alright. We crunched and stayed in school until midnight, twice to make the alpha as good as possible. So what have I been doing this week? Environment-wise I haven’t done that much, I modelled a prisoner pod which the guards uses to transfer the caught prisoners back to their cell. My role […]

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Program: Graphics

WEEK #4 – BIG GAME PROJECT – ALPHA

Hey guys!
So this week has been crazy intense. We had our alpha presentation, which a jury played and gave feedback on. I was so nervous but we did alright. We crunched and stayed in school until midnight, twice to make the alpha as good as possible. So what have I been doing this week? Environment-wise I haven’t done that much, I modelled a prisoner pod which the guards uses to transfer the caught prisoners back to their cell. My role […]

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Program: Graphics