Yearly Archives: 2016

Week 2, GameDev Projectile Manager / Enemy Shooting
This will be somewhat of a continuation on my last blog post about projectile management in our game project Datepocalypse. However, as the earlier subject was more focused on Player feedback when shooting this section will be about our game’s projectile making structure.
Earlier most code was in handled in our TestScene (or TestGameState if you will) and was rather unorganized and cluttered with poorly chosen variables and hard to read walls of text (of code).
As the next step for our […]

Week 2, GameDev Projectile Manager / Enemy Shooting
This will be somewhat of a continuation on my last blog post about projectile management in our game project Datepocalypse. However, as the earlier subject was more focused on Player feedback when shooting this section will be about our game’s projectile making structure.
Earlier most code was in handled in our TestScene (or TestGameState if you will) and was rather unorganized and cluttered with poorly chosen variables and hard to read walls of text (of code).
As the next step for our […]

Second Post: Whoops
New turning animation
Old turning animation, whoops
This week began with a big whoops. On Monday, we all had our prealphas each different group presented what they had so far and let classmates try their game. This was important for us in order to get feedback about what people thought of our games; everything from design choices to whether the player felt he/she had good control of the plane avatar.
An overwhelming amount of people told us that the avatar (the plane) was […]

Second Post: Whoops
New turning animation
Old turning animation, whoops
This week began with a big whoops. On Monday, we all had our prealphas each different group presented what they had so far and let classmates try their game. This was important for us in order to get feedback about what people thought of our games; everything from design choices to whether the player felt he/she had good control of the plane avatar.
An overwhelming amount of people told us that the avatar (the plane) was […]

Creating a Basic Camera
So this week I’ve been working on getting a camera to work as well as getting tile based things to be drawn correctly, however I’ll be focusing on my camera work!
So if you are not familiar with the concept I’m working on I’ll go through it quickly.
The game is called “Trowl” and you play as an owl mother who lives on a train with her children. The train start to move, scattering the owl mother and her owlets across the train. […]

Creating a Basic Camera
So this week I’ve been working on getting a camera to work as well as getting tile based things to be drawn correctly, however I’ll be focusing on my camera work!
So if you are not familiar with the concept I’m working on I’ll go through it quickly.
The game is called “Trowl” and you play as an owl mother who lives on a train with her children. The train start to move, scattering the owl mother and her owlets across the train. […]

Week 2 – Death Animation
This week we have had a ton of stuff to do because the Alpha presentation day is approaching! I have had my hands full with different tasks but in this post I am going to talk to you about the artifact I focused on the most: the earth enemy’s death animation. The earth enemy is going to appear in the Alpha which we are presenting on Friday so I wanted to put all my focus on working on the most important […]

Week 2 – Death Animation
This week we have had a ton of stuff to do because the Alpha presentation day is approaching! I have had my hands full with different tasks but in this post I am going to talk to you about the artifact I focused on the most: the earth enemy’s death animation. The earth enemy is going to appear in the Alpha which we are presenting on Friday so I wanted to put all my focus on working on the most important […]

Blog Week #2
Alright, it’s Thursday again and time for a new update!
This week started with a busy Monday, where we for the first time had the chance to set up our game for playtesting. It was an experience I can tell. Big thanks to everyone who played our pre-alpha and gave us invaluable feedback, it’s been really helpful!
To try make things clear from my last post, where I might have explained everything about the tiles in a very messy way – apologies […]

Blog Week #2
Alright, it’s Thursday again and time for a new update!
This week started with a busy Monday, where we for the first time had the chance to set up our game for playtesting. It was an experience I can tell. Big thanks to everyone who played our pre-alpha and gave us invaluable feedback, it’s been really helpful!
To try make things clear from my last post, where I might have explained everything about the tiles in a very messy way – apologies […]

Game Development – 2nd Blog Entry
Hello again, every one!
I’m back again this week to tell you about the progress we’ve been making in our school project.
I’m Peo Johansson and I’m studying video game design and graphics at Uppsala University – Campus Gotland. I’m currently a part of a six-member team undertaking a school assignment.
You can read about what the specifics of said project in the first blog entry.
Now then, onto the detailing of last week’s work!
One of the artifacts that I worked on last week […]

Game Development – 2nd Blog Entry
Hello again, every one!
I’m back again this week to tell you about the progress we’ve been making in our school project.
I’m Peo Johansson and I’m studying video game design and graphics at Uppsala University – Campus Gotland. I’m currently a part of a six-member team undertaking a school assignment.
You can read about what the specifics of said project in the first blog entry.
Now then, onto the detailing of last week’s work!
One of the artifacts that I worked on last week […]

Hoomans!
Hoot hoot goes the owl mother while trying to dodge the vast array of items the passengers throw at her in panic.
This week I have been working on passengers inside our train for our game Trowl. I have chosen a 60×120 pixel count for all the humans. They are all in a sitting pose, which later on the project I am going to animate their reactions to the owl (I hope fine brothers does not sue me). The reaction the […]

Hoomans!
Hoot hoot goes the owl mother while trying to dodge the vast array of items the passengers throw at her in panic.
This week I have been working on passengers inside our train for our game Trowl. I have chosen a 60×120 pixel count for all the humans. They are all in a sitting pose, which later on the project I am going to animate their reactions to the owl (I hope fine brothers does not sue me). The reaction the […]

Implementation of HUD-elements, PotatoPirates
This week I have been working on implementing our HUD into the game. Our HUD consists of:
Health indicators
Ammo indicators
Crate, with numerical representation of the ammo.
Potato-clusters, to visualize that the ammo is potatoes a bit more.
Altimeter
Indicator on the altimeter, altimeter is only visible in stealth as of now.
Screen-shot from the game with visible HUD-elements in combat mode:
Starting out I built a HUD-class to manage all the elements for the HUD, and used a draw function to draw the HUD-elements as simple […]

Implementation of HUD-elements, PotatoPirates
This week I have been working on implementing our HUD into the game. Our HUD consists of:
Health indicators
Ammo indicators
Crate, with numerical representation of the ammo.
Potato-clusters, to visualize that the ammo is potatoes a bit more.
Altimeter
Indicator on the altimeter, altimeter is only visible in stealth as of now.
Screen-shot from the game with visible HUD-elements in combat mode:
Starting out I built a HUD-class to manage all the elements for the HUD, and used a draw function to draw the HUD-elements as simple […]

post nr 2# – captain take damage
Hi again!
Today I will tell you about another keyframe i made for Mermaid river. An important part of a game is those part that gives the player information. The signals that tell you if you’re doing something right or wrong. The keyframe I’ve made is for the animation that is shown in Mermaid river as you take damage.
The animation should tell the player that the avatar got hurt by an action. It is important that the player sees this animation […]

post nr 2# – captain take damage
Hi again!
Today I will tell you about another keyframe i made for Mermaid river. An important part of a game is those part that gives the player information. The signals that tell you if you’re doing something right or wrong. The keyframe I’ve made is for the animation that is shown in Mermaid river as you take damage.
The animation should tell the player that the avatar got hurt by an action. It is important that the player sees this animation […]

inlägg 2
Hud
Den här veckan har jag jobbat på diverse olika delar av spelet men tänkte snabbt dela med mig om vår Hud.
Vi vill förmedla till spelaren tre olika saker via vår Hud och försöka hålla den så minimal och ren som möjligt.
Vi har en bar för ”stress” vilket representerar spelaren Health points. Stress mätaren ökar konstant under spelets gång och varje gång spelaren blir träffad av en fiende ökar stressen.
Spelaren kan sänka sin stress genom att skjuta fiender eller plocka upp […]

inlägg 2
Hud
Den här veckan har jag jobbat på diverse olika delar av spelet men tänkte snabbt dela med mig om vår Hud.
Vi vill förmedla till spelaren tre olika saker via vår Hud och försöka hålla den så minimal och ren som möjligt.
Vi har en bar för ”stress” vilket representerar spelaren Health points. Stress mätaren ökar konstant under spelets gång och varje gång spelaren blir träffad av en fiende ökar stressen.
Spelaren kan sänka sin stress genom att skjuta fiender eller plocka upp […]

Potato Pirates of The Prohibition – Firework Ability
Hello dear readers, this week I have been working on getting most things ready for the alpha, meaking sure everything works together and finialize some of the feautures to the alpha. But instead of going true each and all components for themselves that I have worked on this week, I will instead focus on the firework ability that I finished as it went down some time and planing to make it work like it ended up working.
Firework Ability
The way the […]

Potato Pirates of The Prohibition – Firework Ability
Hello dear readers, this week I have been working on getting most things ready for the alpha, meaking sure everything works together and finialize some of the feautures to the alpha. But instead of going true each and all components for themselves that I have worked on this week, I will instead focus on the firework ability that I finished as it went down some time and planing to make it work like it ended up working.
Firework Ability
The way the […]

Week 2 – Game Background, part 2
This week I have been working on improving our background for the game. Last week we had our first version of the background but we soon noticed that the background made the game feel very fast and enhanced. It was hard to make the avatar match the background and the game-area felt very short. If the avatars was in scale with the background they became to big and there was no room for the avatars to avoid the incoming enemies. […]

Week 2 – Game Background, part 2
This week I have been working on improving our background for the game. Last week we had our first version of the background but we soon noticed that the background made the game feel very fast and enhanced. It was hard to make the avatar match the background and the game-area felt very short. If the avatars was in scale with the background they became to big and there was no room for the avatars to avoid the incoming enemies. […]