Daily Archives: February 23, 2017

Blog Post 2/23/17 Projectiles and animations

Hello again. Its another week in the development of our game and time for another update about what I have been working on and how I have progressed through it. This week I mainly spent time working on projectiles for the different enemies and player ships.

When it came to the development on a Heavy Enemy, it was shot back and forth whether we wanted one or not. We started under the idea that we did want one. However, as we […]

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Program: Graphics

Blog Post 2/23/17 Projectiles and animations

Hello again. Its another week in the development of our game and time for another update about what I have been working on and how I have progressed through it. This week I mainly spent time working on projectiles for the different enemies and player ships.

When it came to the development on a Heavy Enemy, it was shot back and forth whether we wanted one or not. We started under the idea that we did want one. However, as we […]

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Program: Graphics

Blog Post #3

What have I done?
This week has been a bit less productive than the previous ones. I’ve been pretty busy with complementing my old incomplete courses so have put more effort on that.
Summarization of what I’ve done this week:

 Enemy/player hit feedback
Started on boss mechanics
Player UI

How and why did I do that? (Described in the same order as in the list above)
We got some feedback from the alpha presentation regarding the feedback of things getting hit since apparently (and obviously) the bullets just […]

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Program: Programming

Blog Post #3

What have I done?
This week has been a bit less productive than the previous ones. I’ve been pretty busy with complementing my old incomplete courses so have put more effort on that.
Summarization of what I’ve done this week:

 Enemy/player hit feedback
Started on boss mechanics
Player UI

How and why did I do that? (Described in the same order as in the list above)
We got some feedback from the alpha presentation regarding the feedback of things getting hit since apparently (and obviously) the bullets just […]

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Program: Programming

UI Wave Counter and Pause Menu (Coding) – Week 3

One of the things on my plate for a while now, was the UI for displaying the number of waves in our game. While i had been trying to make it into a separate script (and getting other necessary variables from other scripts) i would always find a few errors that i could not get passed. Those errors would usually be that i could not make an integer become a string variable. While this is probably something that i need […]

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Program: Programming

UI Wave Counter and Pause Menu (Coding) – Week 3

One of the things on my plate for a while now, was the UI for displaying the number of waves in our game. While i had been trying to make it into a separate script (and getting other necessary variables from other scripts) i would always find a few errors that i could not get passed. Those errors would usually be that i could not make an integer become a string variable. While this is probably something that i need […]

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Program: Programming

Enemy Squid Design and Animation

This week has been dedicated to final design of- and the beginning of animating the new enemy my team created for our game.
This new enemy is a squid that we feel complement the other enemies (piranhas, swordfish and blowfish) in the aquarium rather well, as this enemy has its own projectile based attack. It will, when in range of Stephen (the player character), let out a cloud of ink to blur the vision of Stephen (the player) and thus make […]

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Program: Graphics

Enemy Squid Design and Animation

This week has been dedicated to final design of- and the beginning of animating the new enemy my team created for our game.
This new enemy is a squid that we feel complement the other enemies (piranhas, swordfish and blowfish) in the aquarium rather well, as this enemy has its own projectile based attack. It will, when in range of Stephen (the player character), let out a cloud of ink to blur the vision of Stephen (the player) and thus make […]

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Program: Graphics

Fixing a glitchy background.

Hello readers(and Mikael), last week I wrote I was going to write about the sprint reviews but I decided not to. Instead I will write how I was working with tracking down, and smashing a bug that was occurring in our latest build.
After the second week we successfully implemented a scrolling background in the game. The scrolling background purpose is to feel like the background is always moving in a set direction. In this case we put two identical pictures on […]

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Fixing a glitchy background.

Hello readers(and Mikael), last week I wrote I was going to write about the sprint reviews but I decided not to. Instead I will write how I was working with tracking down, and smashing a bug that was occurring in our latest build.
After the second week we successfully implemented a scrolling background in the game. The scrolling background purpose is to feel like the background is always moving in a set direction. In this case we put two identical pictures on […]

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Designer of level system

Hi, it is I, the Designer of time. Taking a break from designing our level to write to you guys.
I have been working on our level for Echo (still not the final name and I hope we can come up with something better soon). It is a work in progress and to perfect it, will most likely be impossible, but the least I can do is to make it as good as I can within our time frame.
There is so […]

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Program: Game Design

Designer of level system

Hi, it is I, the Designer of time. Taking a break from designing our level to write to you guys.
I have been working on our level for Echo (still not the final name and I hope we can come up with something better soon). It is a work in progress and to perfect it, will most likely be impossible, but the least I can do is to make it as good as I can within our time frame.
There is so […]

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Program: Game Design

Upgrading Player Shooting

Two pictures showing different bullet patterns being employed by the player.
This week I’ve been doing a lot. Yet nothing really seems to stand out so I’ll talk about something that might be quite simple but could still be interesting. We have figured out a way to implement the parade now. It will be tied to upgrading the players shooting. So for every x number of enemies that get added to the parade, the players shooting pattern will change. We do […]

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Program: Programming

Upgrading Player Shooting

Two pictures showing different bullet patterns being employed by the player.
This week I’ve been doing a lot. Yet nothing really seems to stand out so I’ll talk about something that might be quite simple but could still be interesting. We have figured out a way to implement the parade now. It will be tied to upgrading the players shooting. So for every x number of enemies that get added to the parade, the players shooting pattern will change. We do […]

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Program: Programming

5SD064 Small changes mainly power ups

Hi i’m Kevin. I’m the second programmer and lead sound of the group Fenrir. Where making the game “Bullet Hack” and this week i have been making mostly small changes. We are trying to make a GUI right now so I have been making a health slider and also a slider showing the cooldown of the player bullets. I have also been working on the power ups since we wanted to have three of them and they are all implemented […]

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Program: Programming

5SD064 Small changes mainly power ups

Hi i’m Kevin. I’m the second programmer and lead sound of the group Fenrir. Where making the game “Bullet Hack” and this week i have been making mostly small changes. We are trying to make a GUI right now so I have been making a health slider and also a slider showing the cooldown of the player bullets. I have also been working on the power ups since we wanted to have three of them and they are all implemented […]

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Program: Programming

Week 3 -Adding feedback to the player

Week 3 has also come to an end and it feels like it just began!
First off I’d like to start with a quick introduction to what I was working with the past week for those that have not read that post. Last week was the alpha presentation which meant that we wanted to have as many assets implemented in the Unity project as possible. This resulted in me, the Art director of Team Kraken to primarily focus on implementing all […]

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Program: Graphics

Week 3 -Adding feedback to the player

Week 3 has also come to an end and it feels like it just began!
First off I’d like to start with a quick introduction to what I was working with the past week for those that have not read that post. Last week was the alpha presentation which meant that we wanted to have as many assets implemented in the Unity project as possible. This resulted in me, the Art director of Team Kraken to primarily focus on implementing all […]

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Program: Graphics

The Third Blogpost – Nazul

Hello and welcome to my third blogpost. Today I will be talking about something that we have been experimenting with quite a bit, the movement. The reason why we have not really been satisfied with the movement is because we want the animation to look good. The thing with the animations is that when you move to the right, the witch’s hair  tosses to the left if that makes sense, I will post a picture of this later. The thing […]

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Program: Programming

The Third Blogpost – Nazul

Hello and welcome to my third blogpost. Today I will be talking about something that we have been experimenting with quite a bit, the movement. The reason why we have not really been satisfied with the movement is because we want the animation to look good. The thing with the animations is that when you move to the right, the witch’s hair  tosses to the left if that makes sense, I will post a picture of this later. The thing […]

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Program: Programming

The making of our Weapon Manager and how important object oriented programming is

When I first wrote my weapon manager I did not think about the importance of programming in a object oriented mindset. This lead to a limited script that made it hard to implement new weapons with different stats and behavior. This was something I later needed to rewrite and in this blog post I will talk about how I perceived this encounter.
At the start, the weapon manager contained the stats for a general weapon for example fire-rate, spread and recoil. […]

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Program: Programming

The making of our Weapon Manager and how important object oriented programming is

When I first wrote my weapon manager I did not think about the importance of programming in a object oriented mindset. This lead to a limited script that made it hard to implement new weapons with different stats and behavior. This was something I later needed to rewrite and in this blog post I will talk about how I perceived this encounter.
At the start, the weapon manager contained the stats for a general weapon for example fire-rate, spread and recoil. […]

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Program: Programming

Meeting aka Stand ups

Meeting
 
Today I am going to talk about the meeting in general. Recently, like many other teams, our group gathered up almost everyday. Actually meeting can be defined in various names and types. For instance, by the formation or people that participate a meeting can be called ‘stakeholders meeting’ or ‘daily stand ups’. What our group is doing is daily stand ups.
To explain more about daily stand ups, according to Wikipedia it is ‘a meeting in which attendees typically participate […]

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Meeting aka Stand ups

Meeting
 
Today I am going to talk about the meeting in general. Recently, like many other teams, our group gathered up almost everyday. Actually meeting can be defined in various names and types. For instance, by the formation or people that participate a meeting can be called ‘stakeholders meeting’ or ‘daily stand ups’. What our group is doing is daily stand ups.
To explain more about daily stand ups, according to Wikipedia it is ‘a meeting in which attendees typically participate […]

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