Daily Archives: May 27, 2016

Spark: And Things Happened

GGC came to a close this Monday, and our 11 day game got pretty good critique and feedback. I’m planning to further develop Spark together with another from the group later on, but for now, recovering from these insane past few weeks and writing reports is on the list.
Not much else to mention for now, so here’s a few more of the animations I worked on between the 10th to 20th of May.




Small squares, top to […]

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Program: Graphics

Spark: And Things Happened

GGC came to a close this Monday, and our 11 day game got pretty good critique and feedback. I’m planning to further develop Spark together with another from the group later on, but for now, recovering from these insane past few weeks and writing reports is on the list.
Not much else to mention for now, so here’s a few more of the animations I worked on between the 10th to 20th of May.




Small squares, top to […]

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Program: Graphics

BGP Week 3 – Shrivel Shrooms

During the third week, I worked on the shrivel shroom, a relatively simple concept. The idea was for it to be a platform that would shrink whenever a player stepped on it, shriveling in to the center point.
This was relatively easy to make the basics for, simply setting up a a function that turned a bool true if a player collided with the platform, and false if they jumped off, and then have the shroom shrink by a variable amount […]

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Program: Programming

BGP Week 3 – Shrivel Shrooms

During the third week, I worked on the shrivel shroom, a relatively simple concept. The idea was for it to be a platform that would shrink whenever a player stepped on it, shriveling in to the center point.
This was relatively easy to make the basics for, simply setting up a a function that turned a bool true if a player collided with the platform, and false if they jumped off, and then have the shroom shrink by a variable amount […]

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Program: Programming

Big Game Blog 7

Environment Art and Scene Building Funtimes
So constructing the final scene took a while. Considering how much iterations i had to go through for different pieces and the different prototypes i had to set up to try to get the visuals to work with the level design with all its different demands and  different lighting conditions (we have a few of those). Like for example how some parts of the level had to be outdoor, and some had to be indoors. […]

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Program: Graphics

Big Game Blog 7

Environment Art and Scene Building Funtimes
So constructing the final scene took a while. Considering how much iterations i had to go through for different pieces and the different prototypes i had to set up to try to get the visuals to work with the level design with all its different demands and  different lighting conditions (we have a few of those). Like for example how some parts of the level had to be outdoor, and some had to be indoors. […]

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Program: Graphics

week 8 post ggc

Hello
Now GGC is over, it went well even though we did not win any awards. In hindsight i think we should have focused on making a fun game to play on the ggc floor rather than overscoping the game and falling short. Also should have created a better tutorial so we did not have to stand there and explain to everyone how to play our game.
Now off to write my report !

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Program: Programming

week 8 post ggc

Hello
Now GGC is over, it went well even though we did not win any awards. In hindsight i think we should have focused on making a fun game to play on the ggc floor rather than overscoping the game and falling short. Also should have created a better tutorial so we did not have to stand there and explain to everyone how to play our game.
Now off to write my report !

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Program: Programming

week 7 preperations before GGC

This week is the last production week before GGC and i’ve been working on the cloud. I ditched the idea of using particle effects for the cloud instead we used a mesh. This meant i had to modify the code to accommodate for that change. They also wanted the cloud to change color when hit by fire and water. I did this by change the emission value of the material when the cloud is hit by the fire or water. […]

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Program: Programming

week 7 preperations before GGC

This week is the last production week before GGC and i’ve been working on the cloud. I ditched the idea of using particle effects for the cloud instead we used a mesh. This meant i had to modify the code to accommodate for that change. They also wanted the cloud to change color when hit by fire and water. I did this by change the emission value of the material when the cloud is hit by the fire or water. […]

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Program: Programming

week 6

This week has been all about lumi colliding with the water.
When Lumi simply walks into water, i reused the same effect as when lumi collides with a thorn. It’s a simple knockback and damage. But when lumi jumps into the water, lumis position gets saved and when lumi then touches the water,l lumi is transported back to its pre-jump position and takes damage.
I also wrote a script that is used on both lumi and terra when they take damage. The […]

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Program: Programming

week 6

This week has been all about lumi colliding with the water.
When Lumi simply walks into water, i reused the same effect as when lumi collides with a thorn. It’s a simple knockback and damage. But when lumi jumps into the water, lumis position gets saved and when lumi then touches the water,l lumi is transported back to its pre-jump position and takes damage.
I also wrote a script that is used on both lumi and terra when they take damage. The […]

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Program: Programming

Week 5

Hello
This week I’ve been hard at work on our game Symbiosis. My tasks this week were to create a script for the thorns so that our leveldesigner could place them where ever he wanted without any problems.
To do this I saved the downward direction of the thorn, and then when snlight hit the thorn i did not make thorn just go down. Instead i made the thorn move in the direction that i saved at the beginnin, the downward direction […]

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Program: Programming

Week 5

Hello
This week I’ve been hard at work on our game Symbiosis. My tasks this week were to create a script for the thorns so that our leveldesigner could place them where ever he wanted without any problems.
To do this I saved the downward direction of the thorn, and then when snlight hit the thorn i did not make thorn just go down. Instead i made the thorn move in the direction that i saved at the beginnin, the downward direction […]

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Program: Programming

Big Game Blog 6

Water Particle Funtimes
So i made some water particles for the game.

So the waterfall consist of a main particle and a adjustable submitter for collision. To save performance (not necessary really, but hey why not…) i just manually placed all the watersmoke. Actually using the legacy particle system for these water effects because i used some preexisting settings that i found. The plan was to re-integrate it into the shuriken system, but like with so many other things, i kinda ran […]

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Program: Graphics

Big Game Blog 6

Water Particle Funtimes
So i made some water particles for the game.

So the waterfall consist of a main particle and a adjustable submitter for collision. To save performance (not necessary really, but hey why not…) i just manually placed all the watersmoke. Actually using the legacy particle system for these water effects because i used some preexisting settings that i found. The plan was to re-integrate it into the shuriken system, but like with so many other things, i kinda ran […]

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Program: Graphics

Big Game Project: Week 7

This is the last post and it covers my work during the last week (May 16 – May 20) of the Big Game Project.
You probably remember the ranged attack of Enemy type 2, a slow-moving laser from the previous post. This attack was, however, not included in the final version and instead had to be replaced with a usual projectile type weapon that fires periodically with a short delay. I don’t think the original laser weapon was wrong but since the shooting […]

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Program: Programming

Big Game Project: Week 7

This is the last post and it covers my work during the last week (May 16 – May 20) of the Big Game Project.
You probably remember the ranged attack of Enemy type 2, a slow-moving laser from the previous post. This attack was, however, not included in the final version and instead had to be replaced with a usual projectile type weapon that fires periodically with a short delay. I don’t think the original laser weapon was wrong but since the shooting […]

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Program: Programming

Big Game Blog 5

Speedy Trees Funtimes
So i made some tree models for the game. There’s alot of cool things speedtree can offer you. One of the biggest selling points for us was the modeling time it saved. Additionally the wind feature incorporated into Unity’s wind zone system made it a real gem that saved us the time of creating custom shaders using vertex color animation. A real nice time saver to say the least. Models and alphas setups by me. Game ready textures […]

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Program: Graphics

Big Game Blog 5

Speedy Trees Funtimes
So i made some tree models for the game. There’s alot of cool things speedtree can offer you. One of the biggest selling points for us was the modeling time it saved. Additionally the wind feature incorporated into Unity’s wind zone system made it a real gem that saved us the time of creating custom shaders using vertex color animation. A real nice time saver to say the least. Models and alphas setups by me. Game ready textures […]

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Program: Graphics

Big Game Blog 4

Modular Fun Times
So i made some modular house pieces that i assembled into the clunky house thingy you see in the background. All the pieces share 3 different texture atlases and can also be exported as separate pieces and use individually inside the engine,  which i took advantage of quiet a lot. I really wanted to work on this some more and make a better collection of assets that could be assembled into better and slightly bigger modular pieces to […]

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Program: Graphics

Big Game Blog 4

Modular Fun Times
So i made some modular house pieces that i assembled into the clunky house thingy you see in the background. All the pieces share 3 different texture atlases and can also be exported as separate pieces and use individually inside the engine,  which i took advantage of quiet a lot. I really wanted to work on this some more and make a better collection of assets that could be assembled into better and slightly bigger modular pieces to […]

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Program: Graphics

So… To Summarize GGC

Gotland Game Conference, GGC, has come and gone but Big Game Project, BGP, remains. At least for a few more days as we finish up our reports and giving our games a final polish before submitting them to different exhibitions and competitions around the world or simply so people could test a less broken edition of our game. Which is our case as our balance was quite unfair towards new players or players which weren’t used to  hardcore tactical games. To […]

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Program: Programming

So… To Summarize GGC

Gotland Game Conference, GGC, has come and gone but Big Game Project, BGP, remains. At least for a few more days as we finish up our reports and giving our games a final polish before submitting them to different exhibitions and competitions around the world or simply so people could test a less broken edition of our game. Which is our case as our balance was quite unfair towards new players or players which weren’t used to  hardcore tactical games. To […]

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Program: Programming