Author Archives: Adam Olsson

About Adam Olsson

2017 Programming

Postmortem of the ten weeks game project.

Hello everyone. In today’s blog, I am going to write about what I have learned from our ten weeks adventure. There is a lot to cover, so I am just going, to begin with, what I have learned and how it has impacted me.
In ten weeks we made a game which is all about to belong to a group. We did not want to do a network game, so we tried to create AIs that is smart enough to give […]

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Program: Programming

Postmortem of the ten weeks game project.

Hello everyone. In today’s blog, I am going to write about what I have learned from our ten weeks adventure. There is a lot to cover, so I am just going, to begin with, what I have learned and how it has impacted me.
In ten weeks we made a game which is all about to belong to a group. We did not want to do a network game, so we tried to create AIs that is smart enough to give […]

/ Comments Off on Postmortem of the ten weeks game project.
Program: Programming

Blog comment 1

http://gotlandblogblog.blogspot.se/2018/02/programming-centered-bee-swarm.html
 
This post indeed is valuable as the reader can follow your problem and your ways of solving them in a good and easy way. The reader likewise gets a glimpse of how you thought when trying to solve your problems. You start off by explaining what you have been working on in summary on why you felt it was essential to start with it. Your motivation on why you started with the bee swarm was good because the […]

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Program: Programming

Blog comment 1

http://gotlandblogblog.blogspot.se/2018/02/programming-centered-bee-swarm.html
 
This post indeed is valuable as the reader can follow your problem and your ways of solving them in a good and easy way. The reader likewise gets a glimpse of how you thought when trying to solve your problems. You start off by explaining what you have been working on in summary on why you felt it was essential to start with it. Your motivation on why you started with the bee swarm was good because the […]

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Program: Programming

Comment on Samantha

https://artdevsam.wordpress.com/2018/03/20/moving-on/
Hello Samantha, Adam Olsson here programmer from group lycanthrope. You give a reasonable explanation and recap of what you and your group has been doing these past weeks. I find it interesting to read what challenges you have met under your work, and I can relate to your struggle with the group changing things you came to agree to the last week as my group tended to do similar things from time to time. I can see the […]

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Program: Programming

Comment on Samantha

https://artdevsam.wordpress.com/2018/03/20/moving-on/
Hello Samantha, Adam Olsson here programmer from group lycanthrope. You give a reasonable explanation and recap of what you and your group has been doing these past weeks. I find it interesting to read what challenges you have met under your work, and I can relate to your struggle with the group changing things you came to agree to the last week as my group tended to do similar things from time to time. I can see the […]

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Program: Programming

Postmortem of the ten weeks game project, afterthoughts and what I have learnt

Hello everyone. In today’s blog, I am going to write about what I have learned from our ten weeks adventure. There is a lot to cover, so I am just going, to begin with, what I have learned and how it has impacted me.
The most significant subject I have learned a lot in is programming. More specifically on how to solve complex problems i.g, data sharing, enemy behavior and how to make a modular spawning. All of these has been […]

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Program: Programming

Postmortem of the ten weeks game project, afterthoughts and what I have learnt

Hello everyone. In today’s blog, I am going to write about what I have learned from our ten weeks adventure. There is a lot to cover, so I am just going, to begin with, what I have learned and how it has impacted me.
The most significant subject I have learned a lot in is programming. More specifically on how to solve complex problems i.g, data sharing, enemy behavior and how to make a modular spawning. All of these has been […]

/ Comments Off on Postmortem of the ten weeks game project, afterthoughts and what I have learnt
Program: Programming

Comment on Oscar Vines

https://oscargamegotlandblog.wordpress.com/2018/03/08/08-03-2018/
Hello, Adam Olsson here, another programmer. Your post is informative and exciting and explains what you have been doing in conjunction with your opinion and insight to playtesting. I find it relatable with what you say about not being able to find all the bugs yourself, as I have my self-been in that situation many times. The ever tiering argument about fresh eyes are very used but also accurate as you state in your text.
I like your solution […]

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Program: Programming

Comment on Oscar Vines

https://oscargamegotlandblog.wordpress.com/2018/03/08/08-03-2018/
Hello, Adam Olsson here, another programmer. Your post is informative and exciting and explains what you have been doing in conjunction with your opinion and insight to playtesting. I find it relatable with what you say about not being able to find all the bugs yourself, as I have my self-been in that situation many times. The ever tiering argument about fresh eyes are very used but also accurate as you state in your text.
I like your solution […]

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Program: Programming

The impact of Playtesting

Hello everyone. Today I am writing about playtesting more specifically how playtesting has affected our development. We had two playtests one for the alpha and one for the beta. Playtesting is important because we get outside eyes to help us to see problems, bugs or game breaking tactics in the game. As the tester played our game, some members took notes of everything they noticed, i.e., how the player moves, or how they react to different encounters. After they have […]

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Program: Programming

The impact of Playtesting

Hello everyone. Today I am writing about playtesting more specifically how playtesting has affected our development. We had two playtests one for the alpha and one for the beta. Playtesting is important because we get outside eyes to help us to see problems, bugs or game breaking tactics in the game. As the tester played our game, some members took notes of everything they noticed, i.e., how the player moves, or how they react to different encounters. After they have […]

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Program: Programming

Comment 4 Kaijun Wang

https://kaijunqilin.wordpress.com/2018/03/01/add-a-new-enemy-type-shooting-enemy/
Hello Kaijun.
It is clear on why you wanted to create the new enemy type. To engage the player in more ways, to put a new enemy with new behavior that the player has never seen before is an excellent way to add more diversity to the game.
You also explained what you had been working on because you give an excellent description of the behavior of the enemy and what it is going to do.
You also explain the method […]

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Program: Programming

Comment 4 Kaijun Wang

https://kaijunqilin.wordpress.com/2018/03/01/add-a-new-enemy-type-shooting-enemy/
Hello Kaijun.
It is clear on why you wanted to create the new enemy type. To engage the player in more ways, to put a new enemy with new behavior that the player has never seen before is an excellent way to add more diversity to the game.
You also explained what you had been working on because you give an excellent description of the behavior of the enemy and what it is going to do.
You also explain the method […]

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Program: Programming

Enemie Polish

Hello everyone. I have been working on and polishing the enemies in our game. In particular the Dragonfly, Spider, and the Wasp. First up was the Dragonfly. We wanted to clean the enemies as they play an essential role in our game and because what we had was mainly placeholder enemies so we could focus on more critical issues we had.
I modified the pattern to how it moved so it would be more erratic. More specifically I made so it […]

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Program: Programming

Enemie Polish

Hello everyone. I have been working on and polishing the enemies in our game. In particular the Dragonfly, Spider, and the Wasp. First up was the Dragonfly. We wanted to clean the enemies as they play an essential role in our game and because what we had was mainly placeholder enemies so we could focus on more critical issues we had.
I modified the pattern to how it moved so it would be more erratic. More specifically I made so it […]

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Program: Programming

Blog post 2 Comment on Edin Karakurt

The reader got a clear picture of what the author has been working. The writer also explains why it was essential and the teams thought process when the power-up was developed and made it a reality. The reader also got a sense what the writer encountered when he created the power-up, how the power-up became a suicide by making all of the enemies targeting the player. The reader would personally like a bit more on how that problem was solved […]

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Program: Programming

Blog post 2 Comment on Edin Karakurt

The reader got a clear picture of what the author has been working. The writer also explains why it was essential and the teams thought process when the power-up was developed and made it a reality. The reader also got a sense what the writer encountered when he created the power-up, how the power-up became a suicide by making all of the enemies targeting the player. The reader would personally like a bit more on how that problem was solved […]

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Program: Programming

Blog Comment week 3 On Natasha Bianca Mangan

https://programminggamesafunworkload.wordpress.com/2018/02/22/the-effects-of-scrum-on-my-games-development/comment-page-1/#comment-8
 
Hello Natasha, as a reader I got a clear picture what how scrum have helped you both as a game designer, programmer and how it has helped your group. It is fascinating to be able to read about Scrum in depth, and the effect of what scrum has had in examples the group has had. What the blog mentioned about how Scrum has helpt the group to be a better group is very interesting and relatable.
It is also […]

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Program: Programming

Blog Comment week 3 On Natasha Bianca Mangan

https://programminggamesafunworkload.wordpress.com/2018/02/22/the-effects-of-scrum-on-my-games-development/comment-page-1/#comment-8
 
Hello Natasha, as a reader I got a clear picture what how scrum have helped you both as a game designer, programmer and how it has helped your group. It is fascinating to be able to read about Scrum in depth, and the effect of what scrum has had in examples the group has had. What the blog mentioned about how Scrum has helpt the group to be a better group is very interesting and relatable.
It is also […]

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Program: Programming

Blog 3: Scrum in our development

Today’s blog will be about Scrum and how scrum have affected the development of our game. Scrum has had a positive impact on the game as the development has been smooth and we have been able to change things we did not like and adapt to other things we felt were lacking or did not match our expectations. It has also been smooth using the sprints as we got a goal to work towards, and the daily stand-up meetings have […]

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Program: Programming

Blog 3: Scrum in our development

Today’s blog will be about Scrum and how scrum have affected the development of our game. Scrum has had a positive impact on the game as the development has been smooth and we have been able to change things we did not like and adapt to other things we felt were lacking or did not match our expectations. It has also been smooth using the sprints as we got a goal to work towards, and the daily stand-up meetings have […]

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Program: Programming

Game Design-group Lycanthrope AI Bees part 2 I’m firing my Lasers

Hello, today I will write about how I upgraded my AI bees for our game. Our AI bees relied on circle colliders, but now they use line casting for detecting all kind of things, but mainly the distance to the player and if a point in the formation is empty. This new system will allow our bees to react dynamically to the player, the honeycomb formation, and the different positions the bees will have in the idle state. I made this […]

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Program: Programming

Game Design-group Lycanthrope AI Bees part 2 I’m firing my Lasers

Hello, today I will write about how I upgraded my AI bees for our game. Our AI bees relied on circle colliders, but now they use line casting for detecting all kind of things, but mainly the distance to the player and if a point in the formation is empty. This new system will allow our bees to react dynamically to the player, the honeycomb formation, and the different positions the bees will have in the idle state. I made this […]

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Program: Programming