Author Archives: Christoffer Lövdahl

About Christoffer Lövdahl

2015 Game Design

BGP #6

Welcome back to Causality!
Today I will talk about what I accompliced at week 6! During week 6 I had to implement  new features to our game, and here I will explain why and how. The reason we decided to add new features was because we had been talking to one of our teachers and realized that we wouln’t be able to have several weapons and that it would require to much work from the graphical artists. So we decided to […]

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Program: Game Design

BGP #6

Welcome back to Causality!
Today I will talk about what I accompliced at week 6! During week 6 I had to implement  new features to our game, and here I will explain why and how. The reason we decided to add new features was because we had been talking to one of our teachers and realized that we wouln’t be able to have several weapons and that it would require to much work from the graphical artists. So we decided to […]

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Program: Game Design

BGP #5

Welcome back to Causality!
Today I will talk about what I have accomplised during week 5 of the production of Causalityly. During week 5 I implemented a life stealing ability for the player, how and why I implemented life steal I will tell you now. Causality needed a unique game feature so after brain storming we came up with the idea that you would be able to enter another dimension. In the other dimension you had would have the ability to […]

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Program: Game Design

BGP #5

Welcome back to Causality!
Today I will talk about what I have accomplised during week 5 of the production of Causalityly. During week 5 I implemented a life stealing ability for the player, how and why I implemented life steal I will tell you now. Causality needed a unique game feature so after brain storming we came up with the idea that you would be able to enter another dimension. In the other dimension you had would have the ability to […]

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Program: Game Design

BGP #4

Welcome back to Causality!
Today I will talk about what has been accomplised during week 4! I will talk about why and how I implemented a special evasive maneuver for our game Causality. The reason we wanted an evasive maneuver was to increase the players mobility but also to help the player evade attacks and move away from enemies. So this evasive maneuver had to be something that could be used fast and move the player away if necessary from combat […]

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Program: Game Design

BGP #4

Welcome back to Causality!
Today I will talk about what has been accomplised during week 4! I will talk about why and how I implemented a special evasive maneuver for our game Causality. The reason we wanted an evasive maneuver was to increase the players mobility but also to help the player evade attacks and move away from enemies. So this evasive maneuver had to be something that could be used fast and move the player away if necessary from combat […]

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Program: Game Design

BGP #1

Welcome to Causality!
My name is Christoffer Lövdahl and I’m a design Programmer for the team Yggdrasil working on the design concept Causality in Unity.
Causality is an Action RPG viewed from a third person’s perspective that is focused on adventuring and fighting inside a dungeon environment.
The player controls his character and is able to use a few basic attacks and also additional abilities and will face challenging monsters where you have to read and understand them to win. Causality take place […]

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Program: Game Design

BGP #1

Welcome to Causality!
My name is Christoffer Lövdahl and I’m a design Programmer for the team Yggdrasil working on the design concept Causality in Unity.
Causality is an Action RPG viewed from a third person’s perspective that is focused on adventuring and fighting inside a dungeon environment.
The player controls his character and is able to use a few basic attacks and also additional abilities and will face challenging monsters where you have to read and understand them to win. Causality take place […]

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Program: Game Design

BGP #3

Welcome back to Causality!
Today I will talk about what have happend during week 3 while working on Causality so this time I will focus on how I got our camera to look at the enemies from behind the player using my own function the lock on. . When working on the lock on function for the camera I cooperated with my lead programmer.
We wanted to be able to lock the camera behind the player so the player could face […]

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Program: Game Design

BGP #3

Welcome back to Causality!
Today I will talk about what have happend during week 3 while working on Causality so this time I will focus on how I got our camera to look at the enemies from behind the player using my own function the lock on. . When working on the lock on function for the camera I cooperated with my lead programmer.
We wanted to be able to lock the camera behind the player so the player could face […]

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Program: Game Design

BGP #2

Welcome back to Causality!
Today I will talk about what I accompliced this week by focusing on my work with the camera in our game and how it affects the use of movement in our game. We began by using a unity’s transform function called LookAt which changes the rotation of the camera to face an object, the object was the player then rotate the camera around the player by changing it position with the controller in a sphere.
So now […]

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Program: Game Design

BGP #2

Welcome back to Causality!
Today I will talk about what I accompliced this week by focusing on my work with the camera in our game and how it affects the use of movement in our game. We began by using a unity’s transform function called LookAt which changes the rotation of the camera to face an object, the object was the player then rotate the camera around the player by changing it position with the controller in a sphere.
So now […]

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Program: Game Design

Shockwave PowerUP LAST CALL!

Dear, reader.
This week I have had a lot of bug fixing to do but i also had to work on a few items we weren’t able to make in time for our beta testing. So today i will write about our shock wave power up that I been working on this week.
Foremost we wanted a Time bomb as a power up that you threw out of the ship that would explode after a couple of seconds. But the closer we […]

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Program: Game Design

Shockwave PowerUP LAST CALL!

Dear, reader.
This week I have had a lot of bug fixing to do but i also had to work on a few items we weren’t able to make in time for our beta testing. So today i will write about our shock wave power up that I been working on this week.
Foremost we wanted a Time bomb as a power up that you threw out of the ship that would explode after a couple of seconds. But the closer we […]

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Program: Game Design

Shockwave PowerUP LAST CALL!

Dear, reader.
This week I have had a lot of bug fixing to do but i also had to work on a few items we weren’t able to make in time for our beta testing. So today i will write about our shock wave power up that I been working on this week.
Foremost we wanted a Time bomb as a power up that you threw out of the ship that would explode after a couple of seconds. But the closer we […]

/ Comments Off on Shockwave PowerUP LAST CALL!
Program: Programming

Shockwave PowerUP LAST CALL!

Dear, reader.
This week I have had a lot of bug fixing to do but i also had to work on a few items we weren’t able to make in time for our beta testing. So today i will write about our shock wave power up that I been working on this week.
Foremost we wanted a Time bomb as a power up that you threw out of the ship that would explode after a couple of seconds. But the closer we […]

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Program: Programming

Light Beam

Hello and welcome!

This week i have worked on a lot of bug and small artifacts like like fixing lights or implementing menu screens, end screens and screen shake so instead i will write about the light beam I created.
I began by making a class and since we don’t have a sprite manager I set the texture and sprite inside our constructor as well as the position and origin. Now I made an update function to change color at random and update […]

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Program: Game Design

Light Beam

Hello and welcome!

This week i have worked on a lot of bug and small artifacts like like fixing lights or implementing menu screens, end screens and screen shake so instead i will write about the light beam I created.
I began by making a class and since we don’t have a sprite manager I set the texture and sprite inside our constructor as well as the position and origin. Now I made an update function to change color at random and update […]

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Program: Game Design

Light Beam

Hello and welcome!

This week i have worked on a lot of bug and small artifacts like like fixing lights or implementing menu screens, end screens and screen shake so instead i will write about the light beam I created.
I began by making a class and since we don’t have a sprite manager I set the texture and sprite inside our constructor as well as the position and origin. Now I made an update function to change color at random and update […]

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Program: Programming

Light Beam

Hello and welcome!

This week i have worked on a lot of bug and small artifacts like like fixing lights or implementing menu screens, end screens and screen shake so instead i will write about the light beam I created.
I began by making a class and since we don’t have a sprite manager I set the texture and sprite inside our constructor as well as the position and origin. Now I made an update function to change color at random and update […]

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Program: Programming

Owl Moms features

Dear, Group 13.
I can tell you are using Managers to handle events such as input manager, animation manager and sound manager and then use them all inside the owl mom class. Using managers is useful and increases efficiency by using the same code and over and over again.
You are creating the owl mom inside the enter function inside game state which is good since it need to be in the game from the start. The owl mom is connected with […]

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Program: Game Design

Owl Moms features

Dear, Group 13.
I can tell you are using Managers to handle events such as input manager, animation manager and sound manager and then use them all inside the owl mom class. Using managers is useful and increases efficiency by using the same code and over and over again.
You are creating the owl mom inside the enter function inside game state which is good since it need to be in the game from the start. The owl mom is connected with […]

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Program: Game Design

Owl Moms features

Dear, Group 13.
I can tell you are using Managers to handle events such as input manager, animation manager and sound manager and then use them all inside the owl mom class. Using managers is useful and increases efficiency by using the same code and over and over again.
You are creating the owl mom inside the enter function inside game state which is good since it need to be in the game from the start. The owl mom is connected with […]

/ Comments Off on Owl Moms features
Program: Programming

Owl Moms features

Dear, Group 13.
I can tell you are using Managers to handle events such as input manager, animation manager and sound manager and then use them all inside the owl mom class. Using managers is useful and increases efficiency by using the same code and over and over again.
You are creating the owl mom inside the enter function inside game state which is good since it need to be in the game from the start. The owl mom is connected with […]

/ Comments Off on Owl Moms features
Program: Programming