Author Archives: Christoffer Tornstråle
Global GameJam 2018
This is horror game made in 3D using the Unity Engine. this game was created within a period of 48h for the Global Game Jam 2018. The game jag presents a theme from which developers should base their game upon, this year the theme was ‘transmission’. From this my team and I created a game where the player is stuck in a horror themed maze and the objective is to get out. The player receives a code in the beginning, […]
Global GameJam 2018
This is horror game made in 3D using the Unity Engine. this game was created within a period of 48h for the Global Game Jam 2018. The game jag presents a theme from which developers should base their game upon, this year the theme was ‘transmission’. From this my team and I created a game where the player is stuck in a horror themed maze and the objective is to get out. The player receives a code in the beginning, […]
CritterFlux
CritterFlux is a mobile game made for a course called Big Game Project. This game was created over a period of 10 weeks by two graphical artists and myself as programmer. The game is a pet companion game made in 3D for android devices. The game is written using C# and the Unity Engine. This game was exhibited at Gotland Game Conference in 2017 by the creators.
This project taught me the importance of planning and structuring code. Since I was […]
CritterFlux
CritterFlux is a mobile game made for a course called Big Game Project. This game was created over a period of 10 weeks by two graphical artists and myself as programmer. The game is a pet companion game made in 3D for android devices. The game is written using C# and the Unity Engine. This game was exhibited at Gotland Game Conference in 2017 by the creators.
This project taught me the importance of planning and structuring code. Since I was […]
Some small games in Unity
On my spare time I have, together with a graphical artist student, dabbled in some smaller game projects. These were made for the sole reason of practicing Unity and C#. They are clones with simple game mechanics found in mostly mobile games. Both these games has some form of infinity loop in it.
These projects helped me improve my use of components in Unity. Combining multiple game objects with different components in order to separate functionality.
Enjoy! On my spare time I have, together with a graphical artist student, dabbled in some smaller game projects. These were made for the sole reason of practicing Unity and C#. They are clones with simple game mechanics found in mostly mobile games. Both these games has some form of infinity loop in it. Enjoy!
Catch the cat
https://drive.google.com/open?id=188E4Gl4_H29rIQ4fgkSzlmlO5vh0JbDg
Flappy Bird Clone
Some small games in Unity
These projects helped me improve my use of components in Unity. Combining multiple game objects with different components in order to separate functionality.
Catch the cat
https://drive.google.com/open?id=188E4Gl4_H29rIQ4fgkSzlmlO5vh0JbDg
Flappy Bird Clone
A* Pathfinding/Flocking
These two projects was parts of a course in behavioral AI programming at Uppsala University. The projects where created using the Unity Engine with the help of C#.
Flocking
This assignment was intended to challenge me to create my first AI behavior. There was to be entities that acted and reacted on each other based on their wants and needs. What i have created is a circle of life with three different entities. Grass that grows with time, sheep that eat the […]
A* Pathfinding/Flocking
These two projects was parts of a course in behavioral AI programming at Uppsala University. The projects where created using the Unity Engine with the help of C#.
Flocking
This assignment was intended to challenge me to create my first AI behavior. There was to be entities that acted and reacted on each other based on their wants and needs. What i have created is a circle of life with three different entities. Grass that grows with time, sheep that eat the […]
Interacting with tools and changing stats
Messaging
In order to dictate when the intractable objects should activate its animations and other functions, i used the built in messaging system in unity. This is used to send a command to use a certain function within another script. This is an easy way to control a small amount of functions on a global scale.
Shower
The shower is composed by a collision box, a particle effect and a static 3D model. The whole system starts when the player touches the screen […]
Interacting with tools and changing stats
Messaging
In order to dictate when the intractable objects should activate its animations and other functions, i used the built in messaging system in unity. This is used to send a command to use a certain function within another script. This is an easy way to control a small amount of functions on a global scale.
Shower
The shower is composed by a collision box, a particle effect and a static 3D model. The whole system starts when the player touches the screen […]
Eating
Eating
We now have a way to throw food to the critter by the use of the touchscreen. In this game you are supposed to care for your critter and raise it as you wish it to become in its adult stage. To do this you are suppose to treat it well (or not so well) in order to get the wished result. Here i was assigned to create a system that firstly keeps track of the amount of different food […]
Eating
Eating
We now have a way to throw food to the critter by the use of the touchscreen. In this game you are supposed to care for your critter and raise it as you wish it to become in its adult stage. To do this you are suppose to treat it well (or not so well) in order to get the wished result. Here i was assigned to create a system that firstly keeps track of the amount of different food […]
Interacting with tools and changing stats
Messaging
In order to dictate when the intractable objects should activate its animations and other functions, i used the built in messaging system in unity. This is used to send a command to use a certain function within another script. This is an easy way to control a small amount of functions on a global scale.
Shower
The shower is composed by a collision box, a particle effect and a static 3D model. The whole system starts when the player touches the screen […]
Interacting with tools and changing stats
Messaging
In order to dictate when the intractable objects should activate its animations and other functions, i used the built in messaging system in unity. This is used to send a command to use a certain function within another script. This is an easy way to control a small amount of functions on a global scale.
Shower
The shower is composed by a collision box, a particle effect and a static 3D model. The whole system starts when the player touches the screen […]
Movement
With the use of the previous posts function, the touching of the screen. I continued to create some form of movement for the critter. When you touch the screen so that the created ray collides with the floor of the map, i save the point of collision as a coordinate. This coordinate is then sent to the critter to be evaluated. The critter receives a value for an X, Y and Z coordinate, with these the critter knows where the […]
Movement
With the use of the previous posts function, the touching of the screen. I continued to create some form of movement for the critter. When you touch the screen so that the created ray collides with the floor of the map, i save the point of collision as a coordinate. This coordinate is then sent to the critter to be evaluated. The critter receives a value for an X, Y and Z coordinate, with these the critter knows where the […]
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 […]
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 […]
Uppdatering Extrablogg.
Till extrabloggen ar jag valt att berätta om vår komet i spelet ”Flight of the giraffa”. Till detta projekt skapade jag en komet som skulle röra sig över skärmen från höger till vänster och den skulle kunna kollidera med enbart spelaren för att göra skada samt att den skulle vid kollisionen, explodera och en power-up skulle skapas bakom explosionen.
Till en början så skapade jag ett tile-system i programmet ”Paint”, i det programmet skriver man in hur många kolunmer och hur […]
Uppdatering Extrablogg.
Till extrabloggen ar jag valt att berätta om vår komet i spelet ”Flight of the giraffa”. Till detta projekt skapade jag en komet som skulle röra sig över skärmen från höger till vänster och den skulle kunna kollidera med enbart spelaren för att göra skada samt att den skulle vid kollisionen, explodera och en power-up skulle skapas bakom explosionen.
Till en början så skapade jag ett tile-system i programmet ”Paint”, i det programmet skriver man in hur många kolunmer och hur […]