Author Archives: Filip Swärdh

About Filip Swärdh

2015 Programming

Blog Post #5

Hello,
For my last blog post I’ll be talking about the Beta presentation we held a week ago.
The presentation itself went fairly well and we got some really good feedback from the teachers. For the Beta release of our game we focused a lot on instructional feedback for the players to guide them through the game. Players getting lost or not knowing what to do was a major problem for our game during both previous playtestings, so for the last couple […]

/ Comments Off on Blog Post #5
Program: Programming

Blog Post #5

Hello,
For my last blog post I’ll be talking about the Beta presentation we held a week ago.
The presentation itself went fairly well and we got some really good feedback from the teachers. For the Beta release of our game we focused a lot on instructional feedback for the players to guide them through the game. Players getting lost or not knowing what to do was a major problem for our game during both previous playtestings, so for the last couple […]

/ Comments Off on Blog Post #5
Program: Programming

Blog Post #4

HeyGuys (Twitch reference for anyone wondering),
For this week I’m going to write about one of the things I mentioned during the Alpha presentation that my team decided to work some more on, since we weren’t satisfied with the previous outcome. We were not happy with the map/level layout for the Alpha deadline. It was clear after the first playtesting that this issue brought up a lot of confusion and annoyance for our playtesters and we realized this was a critical […]

/ Comments Off on Blog Post #4
Program: Programming

Blog Post #4

HeyGuys (Twitch reference for anyone wondering),
For this week I’m going to write about one of the things I mentioned during the Alpha presentation that my team decided to work some more on, since we weren’t satisfied with the previous outcome. We were not happy with the map/level layout for the Alpha deadline. It was clear after the first playtesting that this issue brought up a lot of confusion and annoyance for our playtesters and we realized this was a critical […]

/ Comments Off on Blog Post #4
Program: Programming

Blog Post #3

Hello again,
For this week I’m going to write about the presentation I held Thursday last week for the Alpha version of our game Echo.
For this presentation we were supposed to talk about how we interpreted the game concepts we chose earlier on in the course and discuss the current status of our game. We were supposed to come up with some good and bad choices we made for our game during the project and analyse what we could have done to prevent the […]

/ Comments Off on Blog Post #3
Program: Programming

Blog Post #3

Hello again,
For this week I’m going to write about the presentation I held Thursday last week for the Alpha version of our game Echo.
For this presentation we were supposed to talk about how we interpreted the game concepts we chose earlier on in the course and discuss the current status of our game. We were supposed to come up with some good and bad choices we made for our game during the project and analyse what we could have done to prevent the […]

/ Comments Off on Blog Post #3
Program: Programming

Blog Post #2

Hello again!
For this week I’m going to write about the playtesting that took place during Monday earlier this week. All the groups were gathered in one big room to showcase their games and to try out other groups’ games.
This was a great experience. Not only because we got to try all the games out, but also because of all valuable feedback we received for our game. Before we attended the playtesting I prepared a survey containing a bunch of question […]

/ Comments Off on Blog Post #2
Program: Programming

Blog Post #2

Hello again!
For this week I’m going to write about the playtesting that took place during Monday earlier this week. All the groups were gathered in one big room to showcase their games and to try out other groups’ games.
This was a great experience. Not only because we got to try all the games out, but also because of all valuable feedback we received for our game. Before we attended the playtesting I prepared a survey containing a bunch of question […]

/ Comments Off on Blog Post #2
Program: Programming

Blog Post #1

What & Why:
I am going to cover the general feel and the aesthetics of the current version of our game. After reading the concept document for Echo we were very interested in how the mechanics worked together with the aesthetics. We thought it would be very interesting to combine the dark feel of the game and  the use of sound or light as guidance for the player.
We wanted to keep the narrative of a moth that lost its children in an […]

/ Comments Off on Blog Post #1
Program: Programming

Blog Post #1

What & Why:
I am going to cover the general feel and the aesthetics of the current version of our game. After reading the concept document for Echo we were very interested in how the mechanics worked together with the aesthetics. We thought it would be very interesting to combine the dark feel of the game and  the use of sound or light as guidance for the player.
We wanted to keep the narrative of a moth that lost its children in an […]

/ Comments Off on Blog Post #1
Program: Programming

Weekly Blog #4

Hej där!
Den här veckan har jag lärt mig animation i SFML och arbetat med vår Prowlers animationer, rent kodmässigt. För tillfället har två animationer för Prowlern. Den första animationen är för både idle-state och fly-state, eftersom den flaxar med vingarna oavsett om den står stilla eller flyger omkring. Den andra animationen är för Prowlerns huvudattack. Det som tog absolut längst tid (förutom att lära sig uppbyggnaden av en animationsklass) var att byta mellan de olika animationerna.
Efter att båda animationerna var […]

/ Comments Off on Weekly Blog #4
Program: Programming

Weekly Blog #4

Hej där!
Den här veckan har jag lärt mig animation i SFML och arbetat med vår Prowlers animationer, rent kodmässigt. För tillfället har två animationer för Prowlern. Den första animationen är för både idle-state och fly-state, eftersom den flaxar med vingarna oavsett om den står stilla eller flyger omkring. Den andra animationen är för Prowlerns huvudattack. Det som tog absolut längst tid (förutom att lära sig uppbyggnaden av en animationsklass) var att byta mellan de olika animationerna.
Efter att båda animationerna var […]

/ Comments Off on Weekly Blog #4
Program: Programming

Week 4

Under veckan har jag börjat arbeta på vår Prowlers AI. Prowlern är ett lite starkare monster som har ett par olika attacker. Eftersom vår boss inte har lika hög prioritet inför alfaversionen så behövde vi göra klart Prowlern till imorgon (Fredag 18/2).
Jag gjorde en klass för Prowlern och implementerade spriten så att den fanns med i spelet. Sedan började jag arbeta på ett aggro-system, då jag testade mig fram i början. Först testade jag att Prowlern teleporterade sig på mig när […]

/ Comments Off on Week 4
Program: Programming

Week 4

Under veckan har jag börjat arbeta på vår Prowlers AI. Prowlern är ett lite starkare monster som har ett par olika attacker. Eftersom vår boss inte har lika hög prioritet inför alfaversionen så behövde vi göra klart Prowlern till imorgon (Fredag 18/2).
Jag gjorde en klass för Prowlern och implementerade spriten så att den fanns med i spelet. Sedan började jag arbeta på ett aggro-system, då jag testade mig fram i början. Först testade jag att Prowlern teleporterade sig på mig när […]

/ Comments Off on Week 4
Program: Programming

Week 3

Förra veckan arbetade jag huvudsakligen med tre olika programmeringsuppgifter. Först skrev jag med en draw manager för vårt spel. Jag använde en struktur som var ganska lik spelet jag skrev i SDL och det var till stor hjälp. Efter ett några timmars arbete var den färdig, men dagen efter fick vi från en av mentorerna veta att den inte skulle behövas för tillfället vilket var lite tråkigt att höra.
Input managern var inte så svårskriven, men det tog sin tid. Jag […]

/ Comments Off on Week 3
Program: Programming

Week 3

Förra veckan arbetade jag huvudsakligen med tre olika programmeringsuppgifter. Först skrev jag med en draw manager för vårt spel. Jag använde en struktur som var ganska lik spelet jag skrev i SDL och det var till stor hjälp. Efter ett några timmars arbete var den färdig, men dagen efter fick vi från en av mentorerna veta att den inte skulle behövas för tillfället vilket var lite tråkigt att höra.
Input managern var inte så svårskriven, men det tog sin tid. Jag […]

/ Comments Off on Week 3
Program: Programming