Author Archives: Alexander Pihl
[5SD037] Post GGC
Gotland Game Conference is over and it is now back to reality. For those who never heard about GGC before it is an annual held conference hosted by Uppsala University, Campus Gotland, Departement of Game Design. It was my second time attending and I would recommend it to everyone, it is definitely the highlight of the year!
We got a ton of great feedback from almost everyone, which makes really happy and proud to be part of the project. We have also […]
[5SD037] Post GGC
Gotland Game Conference is over and it is now back to reality. For those who never heard about GGC before it is an annual held conference hosted by Uppsala University, Campus Gotland, Departement of Game Design. It was my second time attending and I would recommend it to everyone, it is definitely the highlight of the year!
We got a ton of great feedback from almost everyone, which makes really happy and proud to be part of the project. We have also […]
[5SD037] Pre GGC
This week I don’t have much to write about, the game needs to be done by Saturday evening and we have some polishing left to do. But except that we have polish the whole game for the past ~2 weeks and a ton of stuff have been updated. Feedback has been added to most actions in the game. Animations and sound has been added. And I am happy to present or official trailer!
[5SD037] Pre GGC
This week I don’t have much to write about, the game needs to be done by Saturday evening and we have some polishing left to do. But except that we have polish the whole game for the past ~2 weeks and a ton of stuff have been updated. Feedback has been added to most actions in the game. Animations and sound has been added. And I am happy to present or official trailer!
[5SD037] Behaviour Trees
So in this blog post I will write about my latest work. Lately I have mostly been working on artificial intelligence. For this project I chose BTs (Short for Behaviour Trees), because they are popular and I think it something every programmer should know. Whether you are a gameplay or artificial intelligence programmer. I first spent a lot of time researching and trying to find a good and cheap library/framework implementation of BTs by someone else. However I came to the conclusion it […]
[5SD037] Behaviour Trees
So in this blog post I will write about my latest work. Lately I have mostly been working on artificial intelligence. For this project I chose BTs (Short for Behaviour Trees), because they are popular and I think it something every programmer should know. Whether you are a gameplay or artificial intelligence programmer. I first spent a lot of time researching and trying to find a good and cheap library/framework implementation of BTs by someone else. However I came to the conclusion it […]
[5SD037] Pathfinding
So during my last blog post I wrote about network, one important aspect in our vertical slice of the game. And in this post I will continue with another important system in the game. As the title implies it’s pathfinding.
So if you haven’t read the first post yet I encourage you to do it before this one. So as I wrote in the introduction you can play as demon in the game who has the ability to spawn minions from portal (who demon […]
[5SD037] Pathfinding
So during my last blog post I wrote about network, one important aspect in our vertical slice of the game. And in this post I will continue with another important system in the game. As the title implies it’s pathfinding.
So if you haven’t read the first post yet I encourage you to do it before this one. So as I wrote in the introduction you can play as demon in the game who has the ability to spawn minions from portal (who demon […]
[5SD037] Multiplayer
So in this blog post I will write about one of the most important systems in multiplayer game. The network solution.
In The Summoning we chose to use Photon PUN, can be found here, this because I have used Photon together with Unity before (only some experimental projects). Photon is a great framework for making simple multiplayer games in Unity. It doesn’t take much code and time to get a game project up and running. Which is exactly what […]
[5SD037] Multiplayer
So in this blog post I will write about one of the most important systems in multiplayer game. The network solution.
In The Summoning we chose to use Photon PUN, can be found here, this because I have used Photon together with Unity before (only some experimental projects). Photon is a great framework for making simple multiplayer games in Unity. It doesn’t take much code and time to get a game project up and running. Which is exactly what […]
[5SD037] New Project & Introduction
Hello there stranger, and welcome to another developer blog on the internet. This is the first out of six blog posts where I will talk about the development of a game project called The Summoning. We are currently six members in the team, three programmers and three artists. We also have a compositor studying at Gotlands Tonsättarskola to help us with music for the game. I will try to include a link in a later post
Gameplay Summary
In The Summoning you either take […]
[5SD037] New Project & Introduction
Hello there stranger, and welcome to another developer blog on the internet. This is the first out of six blog posts where I will talk about the development of a game project called The Summoning. We are currently six members in the team, three programmers and three artists. We also have a compositor studying at Gotlands Tonsättarskola to help us with music for the game. I will try to include a link in a later post
Gameplay Summary
In The Summoning you either take […]
[5SD033] Final Week: Interactive Tutorial
Hey! First of all sorry I’m late with this post, last week was really rough. I was supposed to write this post last Thursday, but since we had to finish this game by early Friday I and the rest of the team was hard working on all Thursday day and night. Now when that’s over I think it was fun to crunch on this game a last time, but I really hope it will be a month or two until next huge crunch. Working […]
[5SD033] Final Week: Interactive Tutorial
Hey! First of all sorry I’m late with this post, last week was really rough. I was supposed to write this post last Thursday, but since we had to finish this game by early Friday I and the rest of the team was hard working on all Thursday day and night. Now when that’s over I think it was fun to crunch on this game a last time, but I really hope it will be a month or two until next huge crunch. Working […]
[5SD033] Wave System
Hello! This week I have mainly been fixing bugs, some refactoring of the code and finished features we needed to have done before our Beta milestone we had last Monday. Except all of this I have also implemented a new system, the Wave System.
This new features replaced our hardcoded system we used before, instead of spawning enemies from a update loop we can now to this from a json file. In this post I will try to explain how this works, step by step. Starting […]
[5SD033] Wave System
Hello! This week I have mainly been fixing bugs, some refactoring of the code and finished features we needed to have done before our Beta milestone we had last Monday. Except all of this I have also implemented a new system, the Wave System.
This new features replaced our hardcoded system we used before, instead of spawning enemies from a update loop we can now to this from a json file. In this post I will try to explain how this works, step by step. Starting […]
[5SD023] Code Review
Hello team 4! My name is Alex and I’m from team 3, I have been reading thru your ”player object” class’s source code. And I will now give you my opinions how you could decouple the class even further.
But before I started to talk about hte actual code I would like to write about you repository. First, I cloned the ”master” branch and tried to compile the code, but couldn’t since there was syntax errors in your latest commit. This is something that […]
[5SD023] Code Review
Hello team 4! My name is Alex and I’m from team 3, I have been reading thru your ”player object” class’s source code. And I will now give you my opinions how you could decouple the class even further.
But before I started to talk about hte actual code I would like to write about you repository. First, I cloned the ”master” branch and tried to compile the code, but couldn’t since there was syntax errors in your latest commit. This is something that […]
[5SD033] Natural Disasters; Hurricane
Since last week I have started working on implementing one of three natural disasters we will have in our game, Datepocalypse. The first one is a hurricane disaster, like in real life, don’t quote me on this since I have never seen one in real life, the hurricane will in a predetermined pattern around the view-able playing area and in case of either of the avatars gets to close to the hurricane she will be sucked into the hurricane for […]
[5SD033] Natural Disasters; Hurricane
Since last week I have started working on implementing one of three natural disasters we will have in our game, Datepocalypse. The first one is a hurricane disaster, like in real life, don’t quote me on this since I have never seen one in real life, the hurricane will in a predetermined pattern around the view-able playing area and in case of either of the avatars gets to close to the hurricane she will be sucked into the hurricane for […]
[5SD033] Second power-up: Love Baseball
Another week has passed and a lot of things has been added, modified and reconsidered. Both I and the other programmers have been refactoring the code, mostly it was a matter of moving code from one place to it’s proper place, e.g: adding new classes. Except refactoring code, I have also been working on our second power-up: The Love Baseball. This power-up is pretty different from or first one (which I wrote about in my previous post).
This power-up can be […]
[5SD033] Second power-up: Love Baseball
Another week has passed and a lot of things has been added, modified and reconsidered. Both I and the other programmers have been refactoring the code, mostly it was a matter of moving code from one place to it’s proper place, e.g: adding new classes. Except refactoring code, I have also been working on our second power-up: The Love Baseball. This power-up is pretty different from or first one (which I wrote about in my previous post).
This power-up can be […]
[5SD033] First power-up: Love Boomerang
One week has passed since I wrote my last blog post, and now it’s time again as promised. It has been a busy week with much work which had to been done. We didn’t get as much work done as planned, but enough to still be on track. The reason behind this is because we had to change our deadlines for some pf the tasks in the backlog. Luckily you learn from your mistakes, from project to project.
So the main task I have been working on this week is […]
[5SD033] First power-up: Love Boomerang
One week has passed since I wrote my last blog post, and now it’s time again as promised. It has been a busy week with much work which had to been done. We didn’t get as much work done as planned, but enough to still be on track. The reason behind this is because we had to change our deadlines for some pf the tasks in the backlog. Luckily you learn from your mistakes, from project to project.
So the main task I have been working on this week is […]