Yearly Archives: 2016
Week 5 – Alpha stress
This week have been the most stressful one thus far, this week we had the alpha deadline where a jury-staff visited the office and play-tested the game. As usual, a few hours before the deadline a game breaking never before seen bug was discovered and thus the entire game went down in a spiral of bug after bug attempting to fix it. And this happened despite us crunching to midnight nearly every day this week in order to avoid exactly […]
Week 5 – Alpha stress
This week have been the most stressful one thus far, this week we had the alpha deadline where a jury-staff visited the office and play-tested the game. As usual, a few hours before the deadline a game breaking never before seen bug was discovered and thus the entire game went down in a spiral of bug after bug attempting to fix it. And this happened despite us crunching to midnight nearly every day this week in order to avoid exactly […]
5. Close friends
Den här veckan har jag jobbat på karaktärerna som ska bli Sams vänner utanför skolan. Vi vill få med fler nära kompisar för att skapa mer djup i spelet genom fler karaktärer med en tydligare relation till Sam och en bredare bakgrund. Här försökte jag få in en del av de personer som vi känts saknats i spelet. Resultatet blev dessa tre personer:
John, Miryam och Linn
Alla karaktärer som var planerade att bli klara till spelet är nu färdiga och nästa […]
5. Close friends
Den här veckan har jag jobbat på karaktärerna som ska bli Sams vänner utanför skolan. Vi vill få med fler nära kompisar för att skapa mer djup i spelet genom fler karaktärer med en tydligare relation till Sam och en bredare bakgrund. Här försökte jag få in en del av de personer som vi känts saknats i spelet. Resultatet blev dessa tre personer:
John, Miryam och Linn
Alla karaktärer som var planerade att bli klara till spelet är nu färdiga och nästa […]
Nudibranch Alpha testing!
This week we have Alpha testing, in less than one hour the jury will come and test the alpha build of our game, and just as I type we are finishing up the build that we want to show off. During this week we have been working on implementing some changes made due to the feedback we received in last weeks open testing session(follow-up post on the feedback we received will come later).
The main gameplay and core-loop of our game is shaping up […]
Nudibranch Alpha testing!
This week we have Alpha testing, in less than one hour the jury will come and test the alpha build of our game, and just as I type we are finishing up the build that we want to show off. During this week we have been working on implementing some changes made due to the feedback we received in last weeks open testing session(follow-up post on the feedback we received will come later).
The main gameplay and core-loop of our game is shaping up […]
University Projects: Synapse Week 4
This week has been intriguing, I will post another post tomorrow aswell but I just have to write something about what is happening at the moment.
We had our alpha today and our programmer had stayed up all night to make it work, but 40 minutes or so before we were supposed to show the game, it all crashed. This led to us not actually having anything to show except a combination of old and new elements.
So we decided to have […]
University Projects: Synapse Week 4
This week has been intriguing, I will post another post tomorrow aswell but I just have to write something about what is happening at the moment.
We had our alpha today and our programmer had stayed up all night to make it work, but 40 minutes or so before we were supposed to show the game, it all crashed. This led to us not actually having anything to show except a combination of old and new elements.
So we decided to have […]
Big Game Project – Sound Effect container script
I have been implementing some sound effects. Our playable characters, the settlers, contain a bunch of different sound effects and I had to invent a system for handling them. The things I had in mind:
Allow to later add more sound effects fairly easily in the editor
Adding several AudioClips for each sound
A simple way to get a random variation of a sound without dealing with the randomization where the sound is played from
The AudioSource components should be children of the settler […]
Big Game Project – Sound Effect container script
I have been implementing some sound effects. Our playable characters, the settlers, contain a bunch of different sound effects and I had to invent a system for handling them. The things I had in mind:
Allow to later add more sound effects fairly easily in the editor
Adding several AudioClips for each sound
A simple way to get a random variation of a sound without dealing with the randomization where the sound is played from
The AudioSource components should be children of the settler […]
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 […]