Daily Archives: February 9, 2017
Shellfish – Group S – Map Boundaries (Coding)
Our team Shadhavar is making a game called Shellfish which is a 2D shoot’em up game, that takes place in a fishtank. One of the responsibilities i was tasked with, as part of the 2 man programming unit of our team, was to make a script of the levels map boundaries in Unity. Making the boundaries includes not letting the player nor the enemies to leave the level which is in 1 screen (meaning that the camera remains stationary and […]
Shellfish – Group S – Map Boundaries (Coding)
Our team Shadhavar is making a game called Shellfish which is a 2D shoot’em up game, that takes place in a fishtank. One of the responsibilities i was tasked with, as part of the 2 man programming unit of our team, was to make a script of the levels map boundaries in Unity. Making the boundaries includes not letting the player nor the enemies to leave the level which is in 1 screen (meaning that the camera remains stationary and […]
Powerup!
What:
An artifact I’ve worked on this week is a simple powerup that will act as a “key” in the game. The powerup itself is simple, once you pick it up the type of projectile you launch changes. The color of the projectile is the same as the powerup the player picked up.
A purple powerup *placeholder
These projectiles then serve the purpose for the player to unlock new areas of the game that were previously blocked by obstacles. These obstacles have some sort […]
Powerup!
What:
An artifact I’ve worked on this week is a simple powerup that will act as a “key” in the game. The powerup itself is simple, once you pick it up the type of projectile you launch changes. The color of the projectile is the same as the powerup the player picked up.
A purple powerup *placeholder
These projectiles then serve the purpose for the player to unlock new areas of the game that were previously blocked by obstacles. These obstacles have some sort […]
The Frustrating Spider Animation
This week I’ve been trying to develop a animation cycle for a spider. This spider is an enemy within the game and will act hostile towards the player character whenever it sees the opportunity. The spider will be located mostly in spider webs they’ve weaved and different around such as branches. However, to make this all possible, I’ve been working on a walking animation cycle.
This was a difficult task. I had no idea how a spider walked, not to mention […]
The Frustrating Spider Animation
This week I’ve been trying to develop a animation cycle for a spider. This spider is an enemy within the game and will act hostile towards the player character whenever it sees the opportunity. The spider will be located mostly in spider webs they’ve weaved and different around such as branches. However, to make this all possible, I’ve been working on a walking animation cycle.
This was a difficult task. I had no idea how a spider walked, not to mention […]
Reward contridictions
Combo System
For our shoot em up we have a combo mechanic. Right now if you kill an enemy they shoot out a “combo Object”. You as a player may try to shoot it and if you hit you get combo increase in combo Level. The combo Level makes you do more damage. If you miss the combo objected you combo level will resets. The thought process is that you going to kill an enemy to get stronger and kill enemies […]
Reward contridictions
Combo System
For our shoot em up we have a combo mechanic. Right now if you kill an enemy they shoot out a “combo Object”. You as a player may try to shoot it and if you hit you get combo increase in combo Level. The combo Level makes you do more damage. If you miss the combo objected you combo level will resets. The thought process is that you going to kill an enemy to get stronger and kill enemies […]
Designer of sound
Hi, the designer of time is back to tell you guys more about my experience in my new team ”Cyclops”. I am taking a break from designing Echo (not the final name for the game) to write this blog post.
I havn’t told you guys about Echo yet so this post will be a brief introduction to the game and a detail I have been working on.
In Echo you play as a moth in search for your children that are lost in […]
Designer of sound
Hi, the designer of time is back to tell you guys more about my experience in my new team ”Cyclops”. I am taking a break from designing Echo (not the final name for the game) to write this blog post.
I havn’t told you guys about Echo yet so this post will be a brief introduction to the game and a detail I have been working on.
In Echo you play as a moth in search for your children that are lost in […]
Hornet/”Hunter” – Enemy
During the last few weeks I have been working on a game project with the working title ”Echo”, along with my group. Echo is a game set in a world of insects, where you play as a moth fluttering about in a dark forest, or to be more precise, the branches of a single tree, since you are so small.
I was to design one of the primary enemies in the game, a wasp or hornet that hunts the player if […]
Hornet/”Hunter” – Enemy
During the last few weeks I have been working on a game project with the working title ”Echo”, along with my group. Echo is a game set in a world of insects, where you play as a moth fluttering about in a dark forest, or to be more precise, the branches of a single tree, since you are so small.
I was to design one of the primary enemies in the game, a wasp or hornet that hunts the player if […]
Today I achieved to create my AWESOME WAVE creator that is super DYNAMIC BROOAAA!
Today my Task was to create a dynamic Wave/round handler. The point of this handler is to be able to create effective and fast waves that works like levels in are games. MY idé to progress in this mater was to create a game object that could control and handle waves that carried spawn points as there Children’s.
The result was a Splendid success! now it is one of are core script that will boost are production to the next level. […]
Today I achieved to create my AWESOME WAVE creator that is super DYNAMIC BROOAAA!
Today my Task was to create a dynamic Wave/round handler. The point of this handler is to be able to create effective and fast waves that works like levels in are games. MY idé to progress in this mater was to create a game object that could control and handle waves that carried spawn points as there Children’s.
The result was a Splendid success! now it is one of are core script that will boost are production to the next level. […]
The Current GUI
The concept document for SelFish had no planned or explained GUI, so my team and I had to come up with an idea of our own. We discussed our target audience and what they thought would be appealing and decided to have a game based on high-score, though we thought that basing it only on high-score alone would be a bit dull. To solve this, we came up with a high-score system that affects the power-up, which we decided to […]
The Current GUI
The concept document for SelFish had no planned or explained GUI, so my team and I had to come up with an idea of our own. We discussed our target audience and what they thought would be appealing and decided to have a game based on high-score, though we thought that basing it only on high-score alone would be a bit dull. To solve this, we came up with a high-score system that affects the power-up, which we decided to […]
Intelligent fish
In our game you play as an exploration robot that look at fish, and later avoid getting bit by meaner fish.
Since you can’t kill any fish in the game, it’s important that they are interesting to interact with and swim around like actual fish. They are state machines, which makes it easy for us to reuse behaviors and organize logic. The fish use a bunch of trigger hitboxes to sense their surroundings.
An observant fish
When something enters the sight trigger, the […]
Intelligent fish
In our game you play as an exploration robot that look at fish, and later avoid getting bit by meaner fish.
Since you can’t kill any fish in the game, it’s important that they are interesting to interact with and swim around like actual fish. They are state machines, which makes it easy for us to reuse behaviors and organize logic. The fish use a bunch of trigger hitboxes to sense their surroundings.
An observant fish
When something enters the sight trigger, the […]
First post
This period I choose to focus on my main characters, which I drew in Photoshop. A sketch of one of the characters – the player avatar the moth, is presented above. I started by looking through the mood board to find the feelings conveyed through the experience of the avatar that we wanted to visually convey to the player, the feeling of being alone in a mysterious darkness filled with dangers having lost your children to a treacherous light.
I then […]
First post
This period I choose to focus on my main characters, which I drew in Photoshop. A sketch of one of the characters – the player avatar the moth, is presented above. I started by looking through the mood board to find the feelings conveyed through the experience of the avatar that we wanted to visually convey to the player, the feeling of being alone in a mysterious darkness filled with dangers having lost your children to a treacherous light.
I then […]
The first Blog
Hi! I’m Gabriel Ringmar, Lead coder of Team Nazgul and I’ll be discusing some issues I got when Implementing the movement for the main character in our game that is now in development, Burn Witch Burn.
“gilli animation”
In Burn witch burn you play as the main character Gilli a fire witch the flies on her broom. This was my first time […]
The first Blog
Hi! I’m Gabriel Ringmar, Lead coder of Team Nazgul and I’ll be discusing some issues I got when Implementing the movement for the main character in our game that is now in development, Burn Witch Burn.
“gilli animation”
In Burn witch burn you play as the main character Gilli a fire witch the flies on her broom. This was my first time […]