Monthly Archives: May 2016
BGP Week 8 – UI Switching
The final real ‘feature’ added by me before we changed focus entirely to solving bugs and polishing details before Gotland Game Conference was a change in the UI. As the game features three characters that the player switches between, using the right and left trigger buttons on the controller.
For this reason, above the button images that were added last time, which were of the triggers, we wanted pictures to tell which slime you would shift to by pressing that button. […]
BGP Week 8 – UI Switching
The final real ‘feature’ added by me before we changed focus entirely to solving bugs and polishing details before Gotland Game Conference was a change in the UI. As the game features three characters that the player switches between, using the right and left trigger buttons on the controller.
For this reason, above the button images that were added last time, which were of the triggers, we wanted pictures to tell which slime you would shift to by pressing that button. […]
BGP Week 7 – UI basics
As Gotland Game Conference got closer, we realized we needed at least a simple UI, and as such I took on the work to put that in. While the work was not that overwhelming, I was new to working with the Canvas layer of Unity, and as such had to learn as I worked.
The first step was quite easy, add some images into the screen. This was simply implanted using the Raw Image template, which for someone inexperienced seemed the […]
BGP Week 7 – UI basics
As Gotland Game Conference got closer, we realized we needed at least a simple UI, and as such I took on the work to put that in. While the work was not that overwhelming, I was new to working with the Canvas layer of Unity, and as such had to learn as I worked.
The first step was quite easy, add some images into the screen. This was simply implanted using the Raw Image template, which for someone inexperienced seemed the […]
BGP Week 6 – Puff and Cutting it
For most of this week, I worked on another new platforming challenge, the puff shroom. The concept was quite simple: If the player stood close to it, after a set time limit it would explode and fire the player away from it. The design idea was for it to be used both to get the player away from locations or down from ledges if they were too slow, but also as a short-cut for those skilled enough to utilize the […]
BGP Week 6 – Puff and Cutting it
For most of this week, I worked on another new platforming challenge, the puff shroom. The concept was quite simple: If the player stood close to it, after a set time limit it would explode and fire the player away from it. The design idea was for it to be used both to get the player away from locations or down from ledges if they were too slow, but also as a short-cut for those skilled enough to utilize the […]
BGP Week 5 – Calibrating Rotations
While the rotating shroom was something I started on some weeks before, this was the week when the final issues were fixed up as the final version would work, and as such this seems like a good time to explain how it works.
While not massively complex, the curse of this platform that took time is that for rotation, Unity relies on quaternions, which is not exactly the easiest to understand. However, eventually I realized all that was needed was a relatively […]
BGP Week 5 – Calibrating Rotations
While the rotating shroom was something I started on some weeks before, this was the week when the final issues were fixed up as the final version would work, and as such this seems like a good time to explain how it works.
While not massively complex, the curse of this platform that took time is that for rotation, Unity relies on quaternions, which is not exactly the easiest to understand. However, eventually I realized all that was needed was a relatively […]
BGP Week 4 – Collectibles
While it did not take up much time, the most noticeable thing I worked with during the fourth week was our collectibles. Specifically, the scripts needed for them to be picked up and for the result to be recorded.
The first part was to create a script that would receive the information. This was made out of two integers representing small and large collectibles, and two functions that when called would increase the designated integer. So it the pickup for a […]
BGP Week 4 – Collectibles
While it did not take up much time, the most noticeable thing I worked with during the fourth week was our collectibles. Specifically, the scripts needed for them to be picked up and for the result to be recorded.
The first part was to create a script that would receive the information. This was made out of two integers representing small and large collectibles, and two functions that when called would increase the designated integer. So it the pickup for a […]
Gotland Game Conference 2016
Another year, another conference. We’re good at this!
Our conference opened with our head of state, Hans Svensson, recognizing our education’s adolescence. He said, with gentle mirth and pain in his heart, the he realized “that every day I have to work with a teenager.” And thus he set proceedings off with a sentiment that holds for our education, our industry and our conference: Without the rebellious teenager, our futures would stagnate.
But, judging by the work of our students, […]
Gotland Game Conference 2016
Another year, another conference. We’re good at this!
Our conference opened with our head of state, Hans Svensson, recognizing our education’s adolescence. He said, with gentle mirth and pain in his heart, the he realized “that every day I have to work with a teenager.” And thus he set proceedings off with a sentiment that holds for our education, our industry and our conference: Without the rebellious teenager, our futures would stagnate.
But, judging by the work of our students, […]
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 […]
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 […]
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 […]
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 […]
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. […]
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. […]
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 !
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 !
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. […]
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. […]
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 […]
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 […]