Monthly Archives: March 2017
Creating the soundscape
In addition to being a programmer for the game, I was also designated Lead sound. While I’ve been mostly focused on the coding, I’ve also tried to think about what the soundscape of the game should be. I have some slight previous experience in making music and soundeffects in a program called sunvox, which is a tracker (modular synthesizer with pattern-based sequencer).
The Sunvox tracker
I wanted to make sure that all sounds in the game where consistent for […]
Creating the soundscape
In addition to being a programmer for the game, I was also designated Lead sound. While I’ve been mostly focused on the coding, I’ve also tried to think about what the soundscape of the game should be. I have some slight previous experience in making music and soundeffects in a program called sunvox, which is a tracker (modular synthesizer with pattern-based sequencer).
The Sunvox tracker
I wanted to make sure that all sounds in the game where consistent for […]
Reworked HUD with a reticle
Our game is nearing its finished state, and we have been working hard on polishing the features. Earlier I wrote about a working on the HUD, and how we were thinking of adding a reticle which would display the cooldowns in a more intuitive way. So I worked on that a bit.
We received a lot of feedback that our teleport cooldown was not visible, as it was in the bottom left corner, so we wanted that to be on the […]
Reworked HUD with a reticle
Our game is nearing its finished state, and we have been working hard on polishing the features. Earlier I wrote about a working on the HUD, and how we were thinking of adding a reticle which would display the cooldowns in a more intuitive way. So I worked on that a bit.
We received a lot of feedback that our teleport cooldown was not visible, as it was in the bottom left corner, so we wanted that to be on the […]
Trail and Animation
This week I have been doing some work on expanding the enemy waves, adding in a trail effect on the 3rd enemy’s bullets so that they are easier to see and an animation for the chest that we are now using for the power-up to spawn in.
The work I did in trail effect was to do some research into what would be the easiest way to do something like this. As I have been coding a fair bit the last […]
Trail and Animation
This week I have been doing some work on expanding the enemy waves, adding in a trail effect on the 3rd enemy’s bullets so that they are easier to see and an animation for the chest that we are now using for the power-up to spawn in.
The work I did in trail effect was to do some research into what would be the easiest way to do something like this. As I have been coding a fair bit the last […]
A blog: Part 5 – The Final One
This week has been one of polishing, and UI creation for us that do the graphics in team Dragon. With the project getting extremely close to its deadline, we have enacted a feature freeze within the project. We will not be adding anything new but rather focus on balancing and polishing what we have, this means that we have time to work on the art that has been lacking the most: the main menu and UI.
One of the most pressing […]
A blog: Part 5 – The Final One
This week has been one of polishing, and UI creation for us that do the graphics in team Dragon. With the project getting extremely close to its deadline, we have enacted a feature freeze within the project. We will not be adding anything new but rather focus on balancing and polishing what we have, this means that we have time to work on the art that has been lacking the most: the main menu and UI.
One of the most pressing […]
The justification for removing the infernal split screen.
In this blog i will talk about why we decided to remove the split screen aspect from our game. As i’ve said in other blogs; the game concept we chose for our shooter was “Bullet_Hack” which had the main theme of split screen.
In the beginning we tried to keep as close to the concept as we could, but after failing at maknig the split screen as it was described in the document we moved away from the idea and tried […]
The justification for removing the infernal split screen.
In this blog i will talk about why we decided to remove the split screen aspect from our game. As i’ve said in other blogs; the game concept we chose for our shooter was “Bullet_Hack” which had the main theme of split screen.
In the beginning we tried to keep as close to the concept as we could, but after failing at maknig the split screen as it was described in the document we moved away from the idea and tried […]
A blog: Part 5 – The Final One
This week has been one of polishing, and UI creation for us that do the graphics in team Dragon. With the project getting extremely close to its deadline, we have enacted a feature freeze within the project. We will not be adding anything new but rather focus on balancing and polishing what we have, this means that we have time to work on the art that has been lacking the most: the main menu and UI.
One of the most pressing […]
A blog: Part 5 – The Final One
This week has been one of polishing, and UI creation for us that do the graphics in team Dragon. With the project getting extremely close to its deadline, we have enacted a feature freeze within the project. We will not be adding anything new but rather focus on balancing and polishing what we have, this means that we have time to work on the art that has been lacking the most: the main menu and UI.
One of the most pressing […]
Bypassing Unity’s faults
Our game is down to just polish now, so we are focusing on making everything be as good looking and bug-free as possible. One of the issues I mentioned last week was that for some reason unity refused to change the color of game objects which had an Animator attached to them. Luckily I found a way to remedy this problem.
While Unity refused to change the regular R, G, B settings of the color of the object, bizarrely enough, it […]
Bypassing Unity’s faults
Our game is down to just polish now, so we are focusing on making everything be as good looking and bug-free as possible. One of the issues I mentioned last week was that for some reason unity refused to change the color of game objects which had an Animator attached to them. Luckily I found a way to remedy this problem.
While Unity refused to change the regular R, G, B settings of the color of the object, bizarrely enough, it […]
Reanimating a dead fish
With my sword fish swimming animation taken care of, I had to produce a second animation which would serve as its death animation. I had the luxury of using the already created concept art by Evelina Paulsson from which to animate. This time I had to create my own drawing and animate that.
With this basic line art done I could sample the original color of the swimming sword fish and then fill in this version. With some clean up and […]
Reanimating a dead fish
With my sword fish swimming animation taken care of, I had to produce a second animation which would serve as its death animation. I had the luxury of using the already created concept art by Evelina Paulsson from which to animate. This time I had to create my own drawing and animate that.
With this basic line art done I could sample the original color of the swimming sword fish and then fill in this version. With some clean up and […]
Helping out the group
During these last weeks me and some other people from my group have had problems to reach 20 hours of working time. Not like we havent had that before, but this time it’s more than usual. We were nearly basically finished with our game and the two pogrammers barely had anything left to do but to fix some minor buggs or try to improve things that already work.
The only thing left to be implemented was the boss. Basically, everything […]
Helping out the group
During these last weeks me and some other people from my group have had problems to reach 20 hours of working time. Not like we havent had that before, but this time it’s more than usual. We were nearly basically finished with our game and the two pogrammers barely had anything left to do but to fix some minor buggs or try to improve things that already work.
The only thing left to be implemented was the boss. Basically, everything […]
WEEK 5 – THE LOW POINT
WHAT
This week I was tasked with continuing to create the sounds for the game, while also making them less annoying to hear on repeat by making the volume and pitch fluctuate on every play of the sound. The tasks I had consisted of:
Code the pitch script
Create the orb pickup sound
Create the Getting Hit sound
Continue working on the Death Sound
Continue working on the Enemy hit sound
Create sounds for the main menu
HOW
This is where I usually write how I went about doing […]
WEEK 5 – THE LOW POINT
WHAT
This week I was tasked with continuing to create the sounds for the game, while also making them less annoying to hear on repeat by making the volume and pitch fluctuate on every play of the sound. The tasks I had consisted of:
Code the pitch script
Create the orb pickup sound
Create the Getting Hit sound
Continue working on the Death Sound
Continue working on the Enemy hit sound
Create sounds for the main menu
HOW
This is where I usually write how I went about doing […]
WEEK 4 – STARTING WITH SOUNDS
WHAT
During the forth week I was tasked with starting to make some sounds for our game. The main focus was put on creating a good sound for when the player character shoots. Other sounds I wanted to make during this sprint included:
Shooting Sound
Pick Up Sound
Power-Up Shooting Sound
Weapon Pick Up sound
Getting Hit Sound
Death Sound
The direction I got for the shooting sound was ”Make it sound like his inner energy”. It was pretty vague but I had an idea of what I […]
WEEK 4 – STARTING WITH SOUNDS
WHAT
During the forth week I was tasked with starting to make some sounds for our game. The main focus was put on creating a good sound for when the player character shoots. Other sounds I wanted to make during this sprint included:
Shooting Sound
Pick Up Sound
Power-Up Shooting Sound
Weapon Pick Up sound
Getting Hit Sound
Death Sound
The direction I got for the shooting sound was ”Make it sound like his inner energy”. It was pretty vague but I had an idea of what I […]
Melee Attack
This is supposed to be the last blog post for this course but I will not stop writing posts since I still have some artifacts that I haven’t talked about.
In this post, I am going to talk about the melee attack for the player in our game and how it changed during the development of the game. For those who don’t know, the melee is basically a close-range attack between a player and an enemy that could be done using a knife, […]
Melee Attack
This is supposed to be the last blog post for this course but I will not stop writing posts since I still have some artifacts that I haven’t talked about.
In this post, I am going to talk about the melee attack for the player in our game and how it changed during the development of the game. For those who don’t know, the melee is basically a close-range attack between a player and an enemy that could be done using a knife, […]