Author Archives: Guy Dimor

About Guy Dimor

2017 Programming

Comment #6

Hey Hampus, this is Guy from Wendigo, let’s get this last blog post over with!
Your summary of your developement process was very interesting to read, and the criticism you raise towards your group and yourself shows a high level of introspection and willingness to improve, which in turn shows great strength of character. I also really liked reading about your creative process and goals, describing the feel of your game as that of a horror film where the protagonist is […]

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Program: Programming

Comment #6

Hey Hampus, this is Guy from Wendigo, let’s get this last blog post over with!
Your summary of your developement process was very interesting to read, and the criticism you raise towards your group and yourself shows a high level of introspection and willingness to improve, which in turn shows great strength of character. I also really liked reading about your creative process and goals, describing the feel of your game as that of a horror film where the protagonist is […]

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Program: Programming

Final days and postmortem

Hello, this is once again the infamous Guy Dimor of Team Wendigo, and for the final blog post (yay!!!) I will talk about the final stages of developement of Umibozu and attempt to summarize the experience as a whole.
Going into the last week of production, I had very little left to actually add to the game, as most of everything was already complete. With my group’s agreement, I decided to focus mostly on bug-fixing, polishing and implementing the remaining assets. […]

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Program: Programming

Final days and postmortem

Hello, this is once again the infamous Guy Dimor of Team Wendigo, and for the final blog post (yay!!!) I will talk about the final stages of developement of Umibozu and attempt to summarize the experience as a whole.
Going into the last week of production, I had very little left to actually add to the game, as most of everything was already complete. With my group’s agreement, I decided to focus mostly on bug-fixing, polishing and implementing the remaining assets. […]

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Program: Programming

Comment #1

Hey Adam, Guy from Team Wendigo, let’s take a look at your post.
The choice of a 45° top-down is fairly unique and your solution of having 8 sprites is creative and very reminiscent of old top-down games, as well as early first-person shooters like Doom and Wolfenstein. I also quite like the art itself, though that is probably more to your artist’s credit as I would be very surprised to find out you, a programmer, drew it.
That said, there doesn’t […]

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Program: Programming

Comment #1

Hey Adam, Guy from Team Wendigo, let’s take a look at your post.
The choice of a 45° top-down is fairly unique and your solution of having 8 sprites is creative and very reminiscent of old top-down games, as well as early first-person shooters like Doom and Wolfenstein. I also quite like the art itself, though that is probably more to your artist’s credit as I would be very surprised to find out you, a programmer, drew it.
That said, there doesn’t […]

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Program: Programming

Comment #5

Hey Maya, this is Guy Dimor, lead code for team Wendigo, you may or may not have heard about me, I don’t believe we’ve spoken before. Kidding, of course.
You did a great job explaining the reasoning behind your various design decisions as well as detailing the thought process behind every wave of enemies in your game. I liked that your primary goal was to make sure the player used the full set of abilities given to them and that you […]

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Program: Programming

Comment #5

Hey Maya, this is Guy Dimor, lead code for team Wendigo, you may or may not have heard about me, I don’t believe we’ve spoken before. Kidding, of course.
You did a great job explaining the reasoning behind your various design decisions as well as detailing the thought process behind every wave of enemies in your game. I liked that your primary goal was to make sure the player used the full set of abilities given to them and that you […]

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Program: Programming

Comment #2

This is Guy from team Wendigo
Your post seems to cover all the bases for implementing a health bar in a game and probably would prove useful to anyone looking to do the same thing in their own game, your use of masks was fairly creative and I liked the level of detail despite the fact that you didn’t show any code.
I feel as if I must comment on the grammar and spelling. I’d hate to come off as mean, but […]

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Program: Programming

Comment #2

This is Guy from team Wendigo
Your post seems to cover all the bases for implementing a health bar in a game and probably would prove useful to anyone looking to do the same thing in their own game, your use of masks was fairly creative and I liked the level of detail despite the fact that you didn’t show any code.
I feel as if I must comment on the grammar and spelling. I’d hate to come off as mean, but […]

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Program: Programming

The virgin alpha playtest vs. the chad beta playtest

Ignore for a moment, if you will, the title that will probably be outdated by the time you read this, and listen to my small ditty about the playtests, the steps taken in both of them and the differences between the two.
For our alpha playtest, our build was rather minimal, we had 1 type of enemy, one type of power-up (which was later scrapped entirely) and randomly generated levels. It was also before we introduced the mechanics of the fog […]

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Program: Programming

The virgin alpha playtest vs. the chad beta playtest

Ignore for a moment, if you will, the title that will probably be outdated by the time you read this, and listen to my small ditty about the playtests, the steps taken in both of them and the differences between the two.
For our alpha playtest, our build was rather minimal, we had 1 type of enemy, one type of power-up (which was later scrapped entirely) and randomly generated levels. It was also before we introduced the mechanics of the fog […]

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Program: Programming

Comment #4

Hey Basil, it’s Guy, let’s analyze your post.
Firstly, I’d just like to say that your post was very easy to read, nothing seemed to drag on pointlessly and all of the points raised were good. That said, a lot of the English was kind-of off, which is understandable after all, but could be quite jarring when reading an otherwise well-written post and then suddenly stopping in my tracks when a mistake catches my eye. But again, it’s understandable.
Another interesting thing […]

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Program: Programming

Comment #4

Hey Basil, it’s Guy, let’s analyze your post.
Firstly, I’d just like to say that your post was very easy to read, nothing seemed to drag on pointlessly and all of the points raised were good. That said, a lot of the English was kind-of off, which is understandable after all, but could be quite jarring when reading an otherwise well-written post and then suddenly stopping in my tracks when a mistake catches my eye. But again, it’s understandable.
Another interesting thing […]

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Program: Programming

Creating a level manager, kinda…

Once again, I’m Guy Dimor from team Wendigo, and today I’ll write about how I created a maybe-sorta-kinda-not really level manager.
Before the beta playtests, there were some things still missing from our game, not the least of which being an actual series of levels. Instead we had a randomly generated endless mode, which didn’t have much replayability and did not have any progression. We knew this would pose a problem with the playtesters, as this was no longer alpha and […]

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Program: Programming

Creating a level manager, kinda…

Once again, I’m Guy Dimor from team Wendigo, and today I’ll write about how I created a maybe-sorta-kinda-not really level manager.
Before the beta playtests, there were some things still missing from our game, not the least of which being an actual series of levels. Instead we had a randomly generated endless mode, which didn’t have much replayability and did not have any progression. We knew this would pose a problem with the playtesters, as this was no longer alpha and […]

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Program: Programming

Comment #3

This is Guy Dimor from group Wendigo, here we go…
First of all, this is surprisingly well-written and properly sourced for a blog post, which also made it a very easy read. In addition, you gave a complete and total rundown of about everything related to scrum, so now I don’t even know if I have anything more to say about it. Won’t stop me from trying, though.
I liked how each paragraph covered its own topic (as a paragraph should) and […]

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Program: Programming

Comment #3

This is Guy Dimor from group Wendigo, here we go…
First of all, this is surprisingly well-written and properly sourced for a blog post, which also made it a very easy read. In addition, you gave a complete and total rundown of about everything related to scrum, so now I don’t even know if I have anything more to say about it. Won’t stop me from trying, though.
I liked how each paragraph covered its own topic (as a paragraph should) and […]

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Program: Programming

Working in scrum – daily sprint meetings

I’m Guy Dimor, lead code for team Wendigo, and today I’ll be writing about scrum, daily sprint meetings, getting used to said meetings and incorporating them into my daily schedule.
Going into this project, I had no idea what scrum is or how it works, nor did I have any particular interest in anything relating to project management. However, once I had scrum explained to me, most of it seemed rather intuitive.
While it wasn’t too challenging, I still needed to put […]

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Program: Programming

Working in scrum – daily sprint meetings

I’m Guy Dimor, lead code for team Wendigo, and today I’ll be writing about scrum, daily sprint meetings, getting used to said meetings and incorporating them into my daily schedule.
Going into this project, I had no idea what scrum is or how it works, nor did I have any particular interest in anything relating to project management. However, once I had scrum explained to me, most of it seemed rather intuitive.
While it wasn’t too challenging, I still needed to put […]

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Program: Programming

Lighting effects in Unity

I’m Guy Dimor, lead coder for team Wendigo, and today I’ll write about my journey into the wonderful world of lighting, Unity, and the combination thereof.
After the alpha playtests, my group decided that our immediate priorities are the implementation of the ‘fog mechanic’, concealing the true nature of game objects, and lighting effects, to add to the atmosphere of the game and greatly enhance the player’s experience.
Once I was done with the aforementioned fog mechanic, which involved using sprite masks […]

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Program: Programming

Lighting effects in Unity

I’m Guy Dimor, lead coder for team Wendigo, and today I’ll write about my journey into the wonderful world of lighting, Unity, and the combination thereof.
After the alpha playtests, my group decided that our immediate priorities are the implementation of the ‘fog mechanic’, concealing the true nature of game objects, and lighting effects, to add to the atmosphere of the game and greatly enhance the player’s experience.
Once I was done with the aforementioned fog mechanic, which involved using sprite masks […]

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Program: Programming

Object-spawning in a top-down shooter

My name is Guy Dimor, I’m the sole programmer (and therefore lead coder) for Team Wendigo, currently working on the game Umibozu.
The biggest challenge for me was finding the right way to spawn enemies. I needed them to come into the screen from all sides. My initial idea was for them to spawn randomly on an ellipse just outside of the game screen and then move in a straight line across the screen. A quick google search landed me an […]

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Program: Programming

Object-spawning in a top-down shooter

My name is Guy Dimor, I’m the sole programmer (and therefore lead coder) for Team Wendigo, currently working on the game Umibozu.
The biggest challenge for me was finding the right way to spawn enemies. I needed them to come into the screen from all sides. My initial idea was for them to spawn randomly on an ellipse just outside of the game screen and then move in a straight line across the screen. A quick google search landed me an […]

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Program: Programming