Yearly Archives: 2016
Final rush
Good evening, dear readers.
This last week has been, well. It’s been stressful. Our code is a mess, the collision still doesn’t work, there’s no feedback when the Aquila takes damage, barely any special effects, like sparks from the damaged hull or fire from the thrusters, are implemented despite having existed for weeks. I don’t even know if our sound works yet. It’s a mess, and we’re supposed to be done at this point.
What affects me more personally is the fact […]
Final rush
Good evening, dear readers.
This last week has been, well. It’s been stressful. Our code is a mess, the collision still doesn’t work, there’s no feedback when the Aquila takes damage, barely any special effects, like sparks from the damaged hull or fire from the thrusters, are implemented despite having existed for weeks. I don’t even know if our sound works yet. It’s a mess, and we’re supposed to be done at this point.
What affects me more personally is the fact […]
[5SD033] Final Week: Interactive Tutorial
Hey! First of all sorry I’m late with this post, last week was really rough. I was supposed to write this post last Thursday, but since we had to finish this game by early Friday I and the rest of the team was hard working on all Thursday day and night. Now when that’s over I think it was fun to crunch on this game a last time, but I really hope it will be a month or two until next huge crunch. Working […]
[5SD033] Final Week: Interactive Tutorial
Hey! First of all sorry I’m late with this post, last week was really rough. I was supposed to write this post last Thursday, but since we had to finish this game by early Friday I and the rest of the team was hard working on all Thursday day and night. Now when that’s over I think it was fun to crunch on this game a last time, but I really hope it will be a month or two until next huge crunch. Working […]
UE4 March Jam – Post Mortem
A bit more than a week ago I participated in the Unreal Engine 4 monthly game jam (March 2016). I decided to go solo to better manage my time and get some game design practice as well as some more experience with the engine.
As with most game jams, all participants started out with a common theme. The theme for this month was “The Sky is the Limit”, chosen and inspired by the impressive Vulkan […]
UE4 March Jam – Post Mortem
A bit more than a week ago I participated in the Unreal Engine 4 monthly game jam (March 2016). I decided to go solo to better manage my time and get some game design practice as well as some more experience with the engine.
As with most game jams, all participants started out with a common theme. The theme for this month was “The Sky is the Limit”, chosen and inspired by the impressive Vulkan […]
Interactive storytelling
Dear and beloved readers!
I am attending three courses right now and trying to deal with a lot of stuff regarding my own life and the future of it, that is the main reason why it was a long time since I posted anything here. And also because I have been writing some posts for Naarthegame.net instead and reporting the ongoing development over there. So there is a lot of planning in all directions. 😉
So something’s are changing right now, I […]
Interactive storytelling
Dear and beloved readers!
I am attending three courses right now and trying to deal with a lot of stuff regarding my own life and the future of it, that is the main reason why it was a long time since I posted anything here. And also because I have been writing some posts for Naarthegame.net instead and reporting the ongoing development over there. So there is a lot of planning in all directions. 😉
So something’s are changing right now, I […]
Sixth Update; Potato Pirates
Hello!
It is time for the sixth blogpost!The final stages of this assignment is coming to a close and i can say that I am happy with how our game turned up. For you who don’t exactly know what the game is about, a quick recap. The game is called potato pirates and is a top down, space shooter game. The player takes the place as the pilot Nelly, the Dot. She is a smuggler during the time of the prohibition. […]
Sixth Update; Potato Pirates
Hello!
It is time for the sixth blogpost!The final stages of this assignment is coming to a close and i can say that I am happy with how our game turned up. For you who don’t exactly know what the game is about, a quick recap. The game is called potato pirates and is a top down, space shooter game. The player takes the place as the pilot Nelly, the Dot. She is a smuggler during the time of the prohibition. […]
Named pipe down the pipe drain
Last week I talked about named pipes. Named pipes seemed like a good idea on paper and I started this week with trying to find a way to get it to work. The problem was that named pipes works like a server. In order to connect it needs to be up all the time. I didn’t really want a system like that. I wanted the system to be independent, but if the client program was opened and gave new instructions […]
Named pipe down the pipe drain
Last week I talked about named pipes. Named pipes seemed like a good idea on paper and I started this week with trying to find a way to get it to work. The problem was that named pipes works like a server. In order to connect it needs to be up all the time. I didn’t really want a system like that. I wanted the system to be independent, but if the client program was opened and gave new instructions […]
Jobbmentalitet har guld i mun?
Dag börjar 05:30. Legat hela natten och gått igenom gårdagens händelser och känner frustration över hur personal hanterat min närvaro. Ny dag, ny skola, ny elever.Let’s do this! – Läs hela inlägget här
Jobbmentalitet har guld i mun?
Dag börjar 05:30. Legat hela natten och gått igenom gårdagens händelser och känner frustration över hur personal hanterat min närvaro. Ny dag, ny skola, ny elever.Let’s do this! – Läs hela inlägget här
Last Blog Post
Nu är kursens slut väldigt nära och takten på projektet har ökats markant. Det har crunchat en hel del med många timmar per dag. Mycket har blivit gjort under dessa sista dagar vilket gör det svårt att välja bara en artifakt att skriva om. Det som har gjorts är mycket saker men för det mesta små saker. Det jag gjorde förra veckan som var nytt för mig, fast fortfarande inte helt nytt, var att implementera animationer på skölden när den […]
Last Blog Post
Nu är kursens slut väldigt nära och takten på projektet har ökats markant. Det har crunchat en hel del med många timmar per dag. Mycket har blivit gjort under dessa sista dagar vilket gör det svårt att välja bara en artifakt att skriva om. Det som har gjorts är mycket saker men för det mesta små saker. Det jag gjorde förra veckan som var nytt för mig, fast fortfarande inte helt nytt, var att implementera animationer på skölden när den […]
Crunch time
Last week before final and there is so much left to do that I actually don’t know where to start. We have had to cut so much content to gain more time but it seems like there won’t be any game at all in the end.
So as stated above, this week have been all about crunching. I have managed to get a lot of things done, however most of them have been small polish things that took no longer than […]
Crunch time
Last week before final and there is so much left to do that I actually don’t know where to start. We have had to cut so much content to gain more time but it seems like there won’t be any game at all in the end.
So as stated above, this week have been all about crunching. I have managed to get a lot of things done, however most of them have been small polish things that took no longer than […]
Trowl – EndState
This week we have had a lot of things to do since final is closing in. Most of the tasks this week has been buggfixes and implementing all animations to make the game more smooth and fun to play. But one thing that I have worked a lot with besides these tasks is the Endstate of our game.
The Endstate is the state when the player either loses or wins the game. The easiest one of these two were the lose […]
Trowl – EndState
This week we have had a lot of things to do since final is closing in. Most of the tasks this week has been buggfixes and implementing all animations to make the game more smooth and fun to play. But one thing that I have worked a lot with besides these tasks is the Endstate of our game.
The Endstate is the state when the player either loses or wins the game. The easiest one of these two were the lose […]
Week 6, Pause Function
This weeks topic might be a simple and boring one since it’s only about the pause function of our game. However, I figured there might be some solutions to how things were done that might be a tad interesting so bare with me for a bit.
A pause function is probably not necessary in such a small game like ours but it’s mainly there to not force the player to die if in need of a unplanned toilet break or just […]
Week 6, Pause Function
This weeks topic might be a simple and boring one since it’s only about the pause function of our game. However, I figured there might be some solutions to how things were done that might be a tad interesting so bare with me for a bit.
A pause function is probably not necessary in such a small game like ours but it’s mainly there to not force the player to die if in need of a unplanned toilet break or just […]
It's Raining Crates
Oh wow, what a week. Tomorrow is the deadline and I’ve gotten a lot of things done these last few days. It was pretty hard to decide what to write about!
At first, our powerups were dropped by the enemies when they explode. It didn’t make much sense because they’re not trying to shoot anyone down, they’re just trying to land on your planet. So we switched it up: The powerups now comes in crates (Worms-style), sent by whatever company you’re […]
It's Raining Crates
Oh wow, what a week. Tomorrow is the deadline and I’ve gotten a lot of things done these last few days. It was pretty hard to decide what to write about!
At first, our powerups were dropped by the enemies when they explode. It didn’t make much sense because they’re not trying to shoot anyone down, they’re just trying to land on your planet. So we switched it up: The powerups now comes in crates (Worms-style), sent by whatever company you’re […]