Daily Archives: May 7, 2017
Making Art out of Words
Can’t believe how fast the weeks go by, panic is starting to set in. However, rather than expressing my current state of hysteria, I was actually intending to go through how I went about designing our logotypes. I am actually quite fond of working with banners, emblems and symbols. Using my drawing tablet and Photoshop I start of with trying out various fonts that I like. You can say a lot with text and in a logotype the shape and colours […]
Making Art out of Words
Can’t believe how fast the weeks go by, panic is starting to set in. However, rather than expressing my current state of hysteria, I was actually intending to go through how I went about designing our logotypes. I am actually quite fond of working with banners, emblems and symbols. Using my drawing tablet and Photoshop I start of with trying out various fonts that I like. You can say a lot with text and in a logotype the shape and colours […]
Touching the game world
I’ve been working on a system to detect the touch of a finger, this of course is because we are building the game for an android device. For this we need to have a series of inputs that sense the difference between when a finger is touching the screen, letting go of the screen, and movement of the finger across the screen. Since the game also uses 3D perspective and 3D assets, it is crucial that the fingers positioning on […]
Touching the game world
I’ve been working on a system to detect the touch of a finger, this of course is because we are building the game for an android device. For this we need to have a series of inputs that sense the difference between when a finger is touching the screen, letting go of the screen, and movement of the finger across the screen. Since the game also uses 3D perspective and 3D assets, it is crucial that the fingers positioning on […]
Eyes Align – Development Week 4
During this week, my work has gone almost entirely towards finalizing the Twine protoype, with the potential for importing this prototype into unreal 4.
There was more coding to be done than I had previously assumed of Twine, but nonetheless, there were results to be had from importing images and sound: We could quickly get a feeling for how the pace of the game would potentially be like and how the atmosphere would feel.
A scene from twine. Point and click interactions
However, […]
Eyes Align – Development Week 4
During this week, my work has gone almost entirely towards finalizing the Twine protoype, with the potential for importing this prototype into unreal 4.
There was more coding to be done than I had previously assumed of Twine, but nonetheless, there were results to be had from importing images and sound: We could quickly get a feeling for how the pace of the game would potentially be like and how the atmosphere would feel.
A scene from twine. Point and click interactions
However, […]
Rune Mages – VFX
Rune Mages
Rune Mages is a game that can be described as a mix between X-Com and Magicka. It’s a strategy- based tactical combat game that takes place in a turn based style and is being made with Unity. The player controls two mages who have three different runes at their disposal to create spells. Combining runes creates more powerful spells in their fight against the demons who have emerged for bellow the ground.
Learning the Unity Particle System
My role in this […]
Rune Mages – VFX
Rune Mages
Rune Mages is a game that can be described as a mix between X-Com and Magicka. It’s a strategy- based tactical combat game that takes place in a turn based style and is being made with Unity. The player controls two mages who have three different runes at their disposal to create spells. Combining runes creates more powerful spells in their fight against the demons who have emerged for bellow the ground.
Learning the Unity Particle System
My role in this […]
Manager, Moreover
Since the critter will evolve through stages in life we would have to create some sort of evolution process. My thoughts around this was to have one game object that could change mesh, material and collider, depending upon which stage its currently in. I started this by giving the critter object (see previous blog post) access to all the different meshes and mesh-colliders within its own script. Then by referring to the age in the critter save it could change […]
Manager, Moreover
Since the critter will evolve through stages in life we would have to create some sort of evolution process. My thoughts around this was to have one game object that could change mesh, material and collider, depending upon which stage its currently in. I started this by giving the critter object (see previous blog post) access to all the different meshes and mesh-colliders within its own script. Then by referring to the age in the critter save it could change […]
The Beginning
In this, the first blog post, I will describe my work around the construction of what will become the ”Critter” in ”CritterFlux”. This critter is supposed to receive input in the form of touching it, feeding it, and other interactions. The plan the team had with the critter is to give people a reason to love it and the feeling of responsibility towards it. To accomplish this the different interactions would have to ”mean” something, and here is were I […]
The Beginning
In this, the first blog post, I will describe my work around the construction of what will become the ”Critter” in ”CritterFlux”. This critter is supposed to receive input in the form of touching it, feeding it, and other interactions. The plan the team had with the critter is to give people a reason to love it and the feeling of responsibility towards it. To accomplish this the different interactions would have to ”mean” something, and here is were I […]
Lightning and shaders
This last week I have focused on lightning and shader effects for the game, all lightning have been redone and all shaders have been reworked and improved. The reason that I redid all of this was both to improve preformance but also to allow us to be more flexible and make it easier for us to add and change the effects and shaders that we are using.
I also started to implement shaderforge shaders to the game, spent a day or two […]
Lightning and shaders
This last week I have focused on lightning and shader effects for the game, all lightning have been redone and all shaders have been reworked and improved. The reason that I redid all of this was both to improve preformance but also to allow us to be more flexible and make it easier for us to add and change the effects and shaders that we are using.
I also started to implement shaderforge shaders to the game, spent a day or two […]
Fast Gear – Week 6
This week I have been fixing some small hiccups that occur with the AI. For example when the frame drops I talked about in an earlier post appears and I have no idea why. Luckily this time it was relativelty simple to investigate and find the problem. In order to understand the problem you first have to understand the basics of the A* algorithm. A* searches among all the possible paths it can take to reach the destination and chooses the […]
Fast Gear – Week 6
This week I have been fixing some small hiccups that occur with the AI. For example when the frame drops I talked about in an earlier post appears and I have no idea why. Luckily this time it was relativelty simple to investigate and find the problem. In order to understand the problem you first have to understand the basics of the A* algorithm. A* searches among all the possible paths it can take to reach the destination and chooses the […]
Femte veckan av utvecklingen, The Summoning
började på mera UI denna veckan att få vägen att kunna byggas ut från existerande väg. Det kan byggas ut från ett existerande torn och vidare för att vägen och ska vara vände åt rätt håll så köra jag “lookat” ifrån första tornet till nästa. en uträkning som körs av unitys inbyggda system.
Fungerar ganska okej men inte helt, “förhansgransknings byggnaden fastnar kvar i den utsatta vägen.
Fixa också så att alla vägsegment känner av den som är näst intill för att […]
Femte veckan av utvecklingen, The Summoning
började på mera UI denna veckan att få vägen att kunna byggas ut från existerande väg. Det kan byggas ut från ett existerande torn och vidare för att vägen och ska vara vände åt rätt håll så köra jag “lookat” ifrån första tornet till nästa. en uträkning som körs av unitys inbyggda system.
Fungerar ganska okej men inte helt, “förhansgransknings byggnaden fastnar kvar i den utsatta vägen.
Fixa också så att alla vägsegment känner av den som är näst intill för att […]