Author Archives: Joel Ahlgren
Trail and Animation
This week I have been doing some work on expanding the enemy waves, adding in a trail effect on the 3rd enemy’s bullets so that they are easier to see and an animation for the chest that we are now using for the power-up to spawn in.
The work I did in trail effect was to do some research into what would be the easiest way to do something like this. As I have been coding a fair bit the last […]
Trail and Animation
This week I have been doing some work on expanding the enemy waves, adding in a trail effect on the 3rd enemy’s bullets so that they are easier to see and an animation for the chest that we are now using for the power-up to spawn in.
The work I did in trail effect was to do some research into what would be the easiest way to do something like this. As I have been coding a fair bit the last […]
Feedback and power
This week I have design, code in and implemented a feedback system with a particle system for when an enemy gets hit by our power-up bullets.
I have done this with the help of art provided to me by our artist Felipe and googling ways to code this in into unity. This was also done with much trial and error from my part as I am not a programmer.
The way the code works is just by instantiate a specific game object […]
Feedback and power
This week I have design, code in and implemented a feedback system with a particle system for when an enemy gets hit by our power-up bullets.
I have done this with the help of art provided to me by our artist Felipe and googling ways to code this in into unity. This was also done with much trial and error from my part as I am not a programmer.
The way the code works is just by instantiate a specific game object […]
Menus
This week I have been doing some different things to clean up our game. Adding things for convenience like a pause menu and a control window to explain the inputs to the player.
The reason I wanted to add a pause menu is so that if someone is playing and they have to leave the game for a short time they do not have to quit the game and loose the high score that they are working on. I also deiced […]
Menus
This week I have been doing some different things to clean up our game. Adding things for convenience like a pause menu and a control window to explain the inputs to the player.
The reason I wanted to add a pause menu is so that if someone is playing and they have to leave the game for a short time they do not have to quit the game and loose the high score that they are working on. I also deiced […]
Gun-play
The gun-play is a big part of the game Selfish and as it is impotent the have been a lot of work and ideas around how to do it in a right way.
I have worked and are still polishing this mechanic but how did this process start then?
First I was thinking and working on what and how the PC (player character) would fire “bullets” to begin with. The first idea I had was having the PC shot bubbles as this […]
Gun-play
The gun-play is a big part of the game Selfish and as it is impotent the have been a lot of work and ideas around how to do it in a right way.
I have worked and are still polishing this mechanic but how did this process start then?
First I was thinking and working on what and how the PC (player character) would fire “bullets” to begin with. The first idea I had was having the PC shot bubbles as this […]
Level Design
I have for some time now been working on a level design document for the shoot em up game that my team and I have picked for this project.
As I do not myself have any real knowledge about coding something like this or how to make a good level or a good level design document at all. I started by just thinking about how other games start a level and how they introduce different types of enemies and power-ups in […]
Level Design
I have for some time now been working on a level design document for the shoot em up game that my team and I have picked for this project.
As I do not myself have any real knowledge about coding something like this or how to make a good level or a good level design document at all. I started by just thinking about how other games start a level and how they introduce different types of enemies and power-ups in […]