Author Archives: David Forssell

Pre-Beta Week

It’s eight workdays unitl Gotland Game Conference(GGC) and the end of this schoolyear. This means that we have eight workdays to finnish our game Defunct. All the major parts of the game are in place but there is some small things that still needs to be done, and some things we will skip for GGC such as the level select screen we first planed on having.

Mockup of the level select screen.

Sounds
I implemented the sounds last week. […]

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Program: Programming

Pre-Beta Week

It’s eight workdays unitl Gotland Game Conference(GGC) and the end of this schoolyear. This means that we have eight workdays to finnish our game Defunct. All the major parts of the game are in place but there is some small things that still needs to be done, and some things we will skip for GGC such as the level select screen we first planed on having.

Mockup of the level select screen.

Sounds
I implemented the sounds last week. […]

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Program: Programming

The week of XInput, Checkpoints and "Destructible objects"

The week has come to an end, and for once I thought I whould get this blogging thing out of the way in time, so here I am.This week I’ve been doing alot of different things, I re-did how the checkpoint boosts worked, I implemented XInput, a Xbox controller library. I linked our multiplayer lobby to the actual gameplay so the multiplayer works, and a lot more.
Checkpoints
So we got some feedback during the alpha, and one feedback we got was […]

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Program: Programming

The week of XInput, Checkpoints and "Destructible objects"

The week has come to an end, and for once I thought I whould get this blogging thing out of the way in time, so here I am.This week I’ve been doing alot of different things, I re-did how the checkpoint boosts worked, I implemented XInput, a Xbox controller library. I linked our multiplayer lobby to the actual gameplay so the multiplayer works, and a lot more.
Checkpoints
So we got some feedback during the alpha, and one feedback we got was […]

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Program: Programming

Alpha Footage

Here’s the footage I said I would upload, hope you like it.

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Program: Programming

Alpha Footage

Here’s the footage I said I would upload, hope you like it.

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Program: Programming

Fmod

The primary artifact I’ve been working on this week is to implement FMod studio support.FMod studio is a sound design tool for games that quite recently added support to Unity. FMod studio is not to be confused with the FMod library which Unity already uses internaly to play sounds. The primary use of FMod studio in this project is that we can add variables to what FMod studio calls “Events” the sound designer then uses these variables to […]

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Program: Programming

Fmod

The primary artifact I’ve been working on this week is to implement FMod studio support.FMod studio is a sound design tool for games that quite recently added support to Unity. FMod studio is not to be confused with the FMod library which Unity already uses internaly to play sounds. The primary use of FMod studio in this project is that we can add variables to what FMod studio calls “Events” the sound designer then uses these variables to […]

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Program: Programming

Checkpoints and more Networking

Another week has passed and the last week there has been alot of little things to do.First of the Network HUD I talk’ed about last week was put on hold for more importent single player features and fixes. Oh and we changed the name from Open Circuit to Defunct
Checkpoints
I’ve redone the respawning system since Robert thought it would be cool to go into this sort of overview where you could toggle between all visited checkpoints and respawn at a selected […]

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Program: Programming

Checkpoints and more Networking

Another week has passed and the last week there has been alot of little things to do.First of the Network HUD I talk’ed about last week was put on hold for more importent single player features and fixes. Oh and we changed the name from Open Circuit to Defunct
Checkpoints
I’ve redone the respawning system since Robert thought it would be cool to go into this sort of overview where you could toggle between all visited checkpoints and respawn at a selected […]

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Program: Programming

More Camerawork and Spontaneous Networking

It’s week 17 and it’s three weeks into the big game project, there has been a lot of talk in the group as of late but mostly about level design. But since I’m not one of the level designers I’m not going to talk about that in my blog.
Camera
So the camera has been a top priority as of late, the last two weeks I’ve been trying out some different camera models. The first one i tired out was a free-rotating […]

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Program: Programming

More Camerawork and Spontaneous Networking

It’s week 17 and it’s three weeks into the big game project, there has been a lot of talk in the group as of late but mostly about level design. But since I’m not one of the level designers I’m not going to talk about that in my blog.
Camera
So the camera has been a top priority as of late, the last two weeks I’ve been trying out some different camera models. The first one i tired out was a free-rotating […]

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Program: Programming

Big game is starting.

Prologue
This week the course “Big Game Project” started, during the weeks leading up to this project we’ve been working on a concept that Jonatan Keil proposed with the working title “Open Circuit” and thus the group Freshly Squeezed was created. The game is to be created in the Unity engine.

(Click here to read the concept pitch,The colour errors are due to Google Drive)

Last Week
My primary work last week has been with the […]

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Program: Programming

Big game is starting.

Prologue
This week the course “Big Game Project” started, during the weeks leading up to this project we’ve been working on a concept that Jonatan Keil proposed with the working title “Open Circuit” and thus the group Freshly Squeezed was created. The game is to be created in the Unity engine.

(Click here to read the concept pitch,The colour errors are due to Google Drive)

Last Week
My primary work last week has been with the […]

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Program: Programming

Memory pools and Artificial Intelligence

As I sit here on this fine friday evening with some chilinuts and a cold one I realize that I haven’t done an update for a while, mostly since I haven’t got that much going on. So in this post I will talk mostly about our previous project (Portal in 2D) and the touch briefly on what I think I’m going to do next or sometime in the future.
The past!
So It’s been about a month since the last course ended […]

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Program: Programming

Memory pools and Artificial Intelligence

As I sit here on this fine friday evening with some chilinuts and a cold one I realize that I haven’t done an update for a while, mostly since I haven’t got that much going on. So in this post I will talk mostly about our previous project (Portal in 2D) and the touch briefly on what I think I’m going to do next or sometime in the future.
The past!
So It’s been about a month since the last course ended […]

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Program: Programming

Is the cake a lie?

Well it’s been a while! One month and three weeks to be exact, so much for regular updates…The last two weeks I’ve been working on the graduation project for the Advanced C++ cource with my classmate and friend Petter Vernersson. The assignment was to create a game that had som requierments, it has to contain some programming design patterns such as: Flyweight, MVC, Observer with a Mediator.

So two weeks […]

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Program: Programming

Is the cake a lie?

Well it’s been a while! One month and three weeks to be exact, so much for regular updates…The last two weeks I’ve been working on the graduation project for the Advanced C++ cource with my classmate and friend Petter Vernersson. The assignment was to create a game that had som requierments, it has to contain some programming design patterns such as: Flyweight, MVC, Observer with a Mediator.

So two weeks […]

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Program: Programming

Balancing Balancing and more Balancing.

Last day we had yet another balancing session, we were about half the group since the other half had other classes to attend. The goal of yesterdays sesion was to make the Wizard even stronger in the begining of the game and also try a new trap mechanic.

So inseed of doing an aditional 10+ saving throw for each trap and take two damage for each failed test, we tested and stuck with that you allways only take two damage no […]

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Program: Programming

Balancing Balancing and more Balancing.

Last day we had yet another balancing session, we were about half the group since the other half had other classes to attend. The goal of yesterdays sesion was to make the Wizard even stronger in the begining of the game and also try a new trap mechanic.

So inseed of doing an aditional 10+ saving throw for each trap and take two damage for each failed test, we tested and stuck with that you allways only take two damage no […]

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Program: Programming

Thursday QA

So the goal of this week was to balance the game as much as possible which i described in the previous post. This post will focus on the QA session we had this Thursday.
This thursday I pulled together the entire class and everyone tested at least one other game in the class. Since our game takes 45min – 1h 30min to play depending on the players experience only one group had time to test our game. It took the testers […]

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Program: Programming

Thursday QA

So the goal of this week was to balance the game as much as possible which i described in the previous post. This post will focus on the QA session we had this Thursday.
This thursday I pulled together the entire class and everyone tested at least one other game in the class. Since our game takes 45min – 1h 30min to play depending on the players experience only one group had time to test our game. It took the testers […]

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Program: Programming

Revamp!

Time for a lot of text!
So today I was in school working with my group from 10 a.m. – 8 p.m., we did QA(Quality Assurance) the entire day and improved the game. The main goal was to create ways for the wizard to split up players, since during the QA last friday we discovered that it was too easy for the heroes when they stick together.
So we decided to add these spells:

Switcheroo:
Choose a player and a […]

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Program: Programming

Revamp!

Time for a lot of text!
So today I was in school working with my group from 10 a.m. – 8 p.m., we did QA(Quality Assurance) the entire day and improved the game. The main goal was to create ways for the wizard to split up players, since during the QA last friday we discovered that it was too easy for the heroes when they stick together.
So we decided to add these spells:

Switcheroo:
Choose a player and a […]

/ Comments Off on Revamp!
Program: Programming