Author Archives: isac torsson

About isac torsson

2017 Programming

Playtesting

Hello reader 
This week I am writing about how the playtesting has affected our development of the game. 
Up to this point we have had two playtesting sessions that both have gone well. We had a good number of testers both times with a few more during the first session. Most of the feedback that we have received have been useful and some of it was a bit unclear. 
During the first playtesting we wanted to see what people generally thought of the game and what they thought of the things we had implemented at that time in the […]

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Program: Programming

Playtesting

Hello reader 
This week I am writing about how the playtesting has affected our development of the game. 
Up to this point we have had two playtesting sessions that both have gone well. We had a good number of testers both times with a few more during the first session. Most of the feedback that we have received have been useful and some of it was a bit unclear. 
During the first playtesting we wanted to see what people generally thought of the game and what they thought of the things we had implemented at that time in the […]

/ Comments Off on Playtesting
Program: Programming

Start Screen

Hello reader 
The artefact I have been working with this week is the start screen. The start screen is what welcomes players to the game and acts as an intermediate between starting the game and playing it. It also gives the player the option to exit the game and has a button to another menu that hold some optional things to press like a button to see the controls and a button that opens the settings. 
The way I made the start screen was by creating a new unity scene that the start menu is supposed to be in. I add some unity buttons that are going to be the buttons you use to get around. The […]

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Program: Programming

Start Screen

Hello reader 
The artefact I have been working with this week is the start screen. The start screen is what welcomes players to the game and acts as an intermediate between starting the game and playing it. It also gives the player the option to exit the game and has a button to another menu that hold some optional things to press like a button to see the controls and a button that opens the settings. 
The way I made the start screen was by creating a new unity scene that the start menu is supposed to be in. I add some unity buttons that are going to be the buttons you use to get around. The […]

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Program: Programming

Shield activation

Hello reader
The artifact that i will be writing about this week is the shield activation. it’s one of the core thing we have in the game and it’s one script that activates one of four shields when the player gives the right input.
the script work by being on a empty gameobject that has all the shield gameobjects as children and then accesses the sprite renderer and collider on the each of the children. The Script when the game is running […]

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Program: Programming

Shield activation

Hello reader
The artifact that i will be writing about this week is the shield activation. it’s one of the core thing we have in the game and it’s one script that activates one of four shields when the player gives the right input.
the script work by being on a empty gameobject that has all the shield gameobjects as children and then accesses the sprite renderer and collider on the each of the children. The Script when the game is running […]

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Program: Programming

First Post

Hello reader
The artefact that i will write about this week is the shockwave shooting. It’s a part of our power-up that we are implementing for our game. It’s made with one script that allows the player to shoot a shockwave once he has collected enough power-up drops that drop from the enemies to fill the power-up bar, but i will not go into that more at this time.
I made the shockwave shooting by making a script that takes a public […]

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Program: Programming

First Post

Hello reader
The artefact that i will write about this week is the shockwave shooting. It’s a part of our power-up that we are implementing for our game. It’s made with one script that allows the player to shoot a shockwave once he has collected enough power-up drops that drop from the enemies to fill the power-up bar, but i will not go into that more at this time.
I made the shockwave shooting by making a script that takes a public […]

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Program: Programming