Author Archives: Christian Edberg
Structuring code
Image: Showing the inspector for the boss behavior script, easily changeable values for different behaviors. (Note: the script isn’t 100% yet, but still needs checking what states we want it to use)
During the last week I’ve been kind of polishing and helping out where it was needed due to that our game is basically finished except for some smaller things here and there. This meant that I would be assisting our game designer in his work when he needed things fixed […]
Structuring code
Image: Showing the inspector for the boss behavior script, easily changeable values for different behaviors. (Note: the script isn’t 100% yet, but still needs checking what states we want it to use)
During the last week I’ve been kind of polishing and helping out where it was needed due to that our game is basically finished except for some smaller things here and there. This meant that I would be assisting our game designer in his work when he needed things fixed […]
Implemented a boss
Image: Displaying the boss that has chosen his position of charging to when the load has finished.
Implemented a boss
During the last two weeks I’ve had the role of supporting the game designer in spontaneous fixes, meaning that when something needs to be done immedietely, I’ve been there to aid him. Also while doing this I focused on creating the boss for the game.
What?
The boss was supposed to be the last part of our game, to make it an extra struggle […]
Implemented a boss
Image: Displaying the boss that has chosen his position of charging to when the load has finished.
Implemented a boss
During the last two weeks I’ve had the role of supporting the game designer in spontaneous fixes, meaning that when something needs to be done immedietely, I’ve been there to aid him. Also while doing this I focused on creating the boss for the game.
What?
The boss was supposed to be the last part of our game, to make it an extra struggle […]
Implemented a shooting enemy
Image: 4 different directions for the enemy that would correspond to the angle of where it is looking in a pivoted angle.
What?
I got the assignment of creating an enemy for the game that would have a quite simple behavior of shooting the player.
This enemy would have a minimum range from where to shoot from, meaning that if it was too far away from the player, it would just walk towards the player until it was close enough and start shooting […]
Implemented a shooting enemy
Image: 4 different directions for the enemy that would correspond to the angle of where it is looking in a pivoted angle.
What?
I got the assignment of creating an enemy for the game that would have a quite simple behavior of shooting the player.
This enemy would have a minimum range from where to shoot from, meaning that if it was too far away from the player, it would just walk towards the player until it was close enough and start shooting […]
Implemented a Level Handler
Implemented a LevelHandler
What?
The most recent implementation that I did was a so called “Level Handler” which is an object that you pull into a game scene, that lets you decide how this entire scene should behave during gameplay.
It has the possibility to easily manage the behavior of the entire level, changing spawn positions and change scenes and the different graphical user interfaces that we might need such during pause functions, cutscenes and so on.
It also keeps track of win and […]
Implemented a Level Handler
Implemented a LevelHandler
What?
The most recent implementation that I did was a so called “Level Handler” which is an object that you pull into a game scene, that lets you decide how this entire scene should behave during gameplay.
It has the possibility to easily manage the behavior of the entire level, changing spawn positions and change scenes and the different graphical user interfaces that we might need such during pause functions, cutscenes and so on.
It also keeps track of win and […]
5SD064 Implemented a spawn manager
ImageText: Showing some “temporary” enemies, spawned with the spawnmanager within certain boundaries.
The previous week, my sprint partly consisted of developing an enemy as well as an enemy manager which would have the ability to spawn a certain type of enemy depending on certain factors.
What?
The spawn manager was supposed to give the designer an ability to spawn whatever object that he wanted, depending on time as well as randomness at different positions, such as within two positions on the x axis […]
5SD064 Implemented a spawn manager
ImageText: Showing some “temporary” enemies, spawned with the spawnmanager within certain boundaries.
The previous week, my sprint partly consisted of developing an enemy as well as an enemy manager which would have the ability to spawn a certain type of enemy depending on certain factors.
What?
The spawn manager was supposed to give the designer an ability to spawn whatever object that he wanted, depending on time as well as randomness at different positions, such as within two positions on the x axis […]