Author Archives: Kenth Ljung

About Kenth Ljung

2012 Programming

Perhaps last entry, part #1: PPX, trailer and more

Due to various near-deadline circumstances, I had to postpone blogging in order to finish the game. Therefore I’ve decided to split this major update into two; the first being a standard blog post with content that should be dated a couple of weeks back, and the second being some pre-GGC, GGC and post-GGC talk (GGC = Gotland Game Conference, if you haven’t read previous posts). So without further ado:

 PPX (Post-Processing Effects) and multiple Cameras
We had this […]

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Program: Programming

Perhaps last entry, part #1: PPX, trailer and more

Due to various near-deadline circumstances, I had to postpone blogging in order to finish the game. Therefore I’ve decided to split this major update into two; the first being a standard blog post with content that should be dated a couple of weeks back, and the second being some pre-GGC, GGC and post-GGC talk (GGC = Gotland Game Conference, if you haven’t read previous posts). So without further ado:

 PPX (Post-Processing Effects) and multiple Cameras
We had this […]

/ Comments Off on Perhaps last entry, part #1: PPX, trailer and more
Program: Programming

Perhaps last entry, part #1: PPX, trailer and more

Due to various near-deadline circumstances, I had to postpone blogging in order to finish the game. Therefore I’ve decided to split this major update into two; the first being a standard blog post with content that should be dated a couple of weeks back, and the second being some pre-GGC, GGC and post-GGC talk (GGC = Gotland Game Conference, if you haven’t read previous posts). So without further ado:

 PPX (Post-Processing Effects) and multiple Cameras
We had this […]

/ Comments Off on Perhaps last entry, part #1: PPX, trailer and more
Program: Programming

Perhaps last entry, part #1: PPX, trailer and more

Due to various near-deadline circumstances, I had to postpone blogging in order to finish the game. Therefore I’ve decided to split this major update into two; the first being a standard blog post with content that should be dated a couple of weeks back, and the second being some pre-GGC, GGC and post-GGC talk (GGC = Gotland Game Conference, if you haven’t read previous posts). So without further ado:

 PPX (Post-Processing Effects) and multiple Cameras
We had this […]

/ Comments Off on Perhaps last entry, part #1: PPX, trailer and more
Program: Programming

Planering inför hemfärden

Jahopp, då var det snart dags att färda hem. Det har varit mycket “om” och “men” om hur jag ska få hem min Opel. Eftersom den startar och rullar (någorlunda i alla fall) så tror jag det är bäst och billigast om jag kör den ner till hamnen och sedan tar den över med båten själv. Alternativet är att farsan kommer med släp över på ön men det tar dubbelt så lång tid och kostar 5 gånger mer.

Problem kan dock […]

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Program: Programming

Planering inför hemfärden

Jahopp, då var det snart dags att färda hem. Det har varit mycket “om” och “men” om hur jag ska få hem min Opel. Eftersom den startar och rullar (någorlunda i alla fall) så tror jag det är bäst och billigast om jag kör den ner till hamnen och sedan tar den över med båten själv. Alternativet är att farsan kommer med släp över på ön men det tar dubbelt så lång tid och kostar 5 gånger mer.

Problem kan dock […]

/ Comments Off on Planering inför hemfärden
Program: Programming

Mechropolis: nearing completion

We are nearing the first finish-line for Mechropolis, namely Gotland Game Conference 2014. I dare to say though that we are quite behind schedule, or at least behind our initial estimates. Nevertheless we are adamant about having a proper version ready for GGC and without doubt will we reach a presentable product.

Keybindings
The work of this week is mostly related to more menu functionality (keybindings) and some trivial bug fixes. Suprisingly, NGUI does not provide a keybinding script for an input […]

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Program: Programming

Mechropolis: nearing completion

We are nearing the first finish-line for Mechropolis, namely Gotland Game Conference 2014. I dare to say though that we are quite behind schedule, or at least behind our initial estimates. Nevertheless we are adamant about having a proper version ready for GGC and without doubt will we reach a presentable product.

Keybindings
The work of this week is mostly related to more menu functionality (keybindings) and some trivial bug fixes. Suprisingly, NGUI does not provide a keybinding script for an input […]

/ Comments Off on Mechropolis: nearing completion
Program: Programming

Mechropolis: nearing completion

We are nearing the first finish-line for Mechropolis, namely Gotland Game Conference 2014. I dare to say though that we are quite behind schedule, or at least behind our initial estimates. Nevertheless we are adamant about having a proper version ready for GGC and without doubt will we reach a presentable product.

Keybindings
The work of this week is mostly related to more menu functionality (keybindings) and some trivial bug fixes. Suprisingly, NGUI does not provide a […]

/ Comments Off on Mechropolis: nearing completion
Program: Programming

Mechropolis: nearing completion

We are nearing the first finish-line for Mechropolis, namely Gotland Game Conference 2014. I dare to say though that we are quite behind schedule, or at least behind our initial estimates. Nevertheless we are adamant about having a proper version ready for GGC and without doubt will we reach a presentable product.

Keybindings
The work of this week is mostly related to more menu functionality (keybindings) and some trivial bug fixes. Suprisingly, NGUI does not provide a […]

/ Comments Off on Mechropolis: nearing completion
Program: Programming

Mechropolis: nearing completion

We are nearing the first finish-line for Mechropolis, namely Gotland Game Conference 2014. I dare to say though that we are quite behind schedule, or at least behind our initial estimates. Nevertheless we are adamant about having a proper version ready for GGC and without doubt will we reach a presentable product.

Keybindings
The work of this week is mostly related to more menu functionality (keybindings) and some trivial bug fixes. Suprisingly, NGUI does not provide a […]

/ Comments Off on Mechropolis: nearing completion
Program: Programming

Mechropolis: nearing completion

We are nearing the first finish-line for Mechropolis, namely Gotland Game Conference 2014. I dare to say though that we are quite behind schedule, or at least behind our initial estimates. Nevertheless we are adamant about having a proper version ready for GGC and without doubt will we reach a presentable product.

Keybindings
The work of this week is mostly related to more menu functionality (keybindings) and some trivial bug fixes. Suprisingly, NGUI does not provide a […]

/ Comments Off on Mechropolis: nearing completion
Program: Programming

Mechropolis: Main Menu

This week the major artifact I worked on was the main menu and options system. To give a more quality feel I believe that you must have a proper options menu by which you can tailor performance options after your system. Many indie games provides basic functionality such as window resolution and quality presets but I wanted to take that a step further and provide most customizable properties available. I’d rather give the player the option than not to.
The strength […]

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Program: Programming

Mechropolis: Main Menu

This week the major artifact I worked on was the main menu and options system. To give a more quality feel I believe that you must have a proper options menu by which you can tailor performance options after your system. Many indie games provides basic functionality such as window resolution and quality presets but I wanted to take that a step further and provide most customizable properties available. I’d rather give the player the option than not to.
The strength […]

/ Comments Off on Mechropolis: Main Menu
Program: Programming

Mechropolis: Main Menu

This week the major artifact I worked on was the main menu and options system. To give a more quality feel I believe that you must have a proper options menu by which you can tailor performance options after your system. Many indie games provides basic functionality such as window resolution and quality presets but I wanted to take that a step further and provide most customizable properties available. I’d rather give the player the option than not to. […]

/ Comments Off on Mechropolis: Main Menu
Program: Programming

Mechropolis: Main Menu

This week the major artifact I worked on was the main menu and options system. To give a more quality feel I believe that you must have a proper options menu by which you can tailor performance options after your system. Many indie games provides basic functionality such as window resolution and quality presets but I wanted to take that a step further and provide most customizable properties available. I’d rather give the player the option than not to. […]

/ Comments Off on Mechropolis: Main Menu
Program: Programming

Mechropolis: Main Menu

This week the major artifact I worked on was the main menu and options system. To give a more quality feel I believe that you must have a proper options menu by which you can tailor performance options after your system. Many indie games provides basic functionality such as window resolution and quality presets but I wanted to take that a step further and provide most customizable properties available. I’d rather give the player the option than not to. […]

/ Comments Off on Mechropolis: Main Menu
Program: Programming

Mechropolis: Main Menu

This week the major artifact I worked on was the main menu and options system. To give a more quality feel I believe that you must have a proper options menu by which you can tailor performance options after your system. Many indie games provides basic functionality such as window resolution and quality presets but I wanted to take that a step further and provide most customizable properties available. I’d rather give the player the option than not to. […]

/ Comments Off on Mechropolis: Main Menu
Program: Programming

Mechropolis: Alpha; features and bug fixes!

This week has been a particularly stressful but also productive week. Friday was alpha day so we had to work extra hard to have something presentable. Many bugs were encountered and we ultimately had to spend our entire night staying up and working. All-in-all I believe I stayed up for ~32 consecutive hours. Bad planning on my part.
As we approached a hard feature-complete date we had to make some adjustments to our workflow. First, we prioritized content […]

/ Comments Off on Mechropolis: Alpha; features and bug fixes!
Program: Programming

Mechropolis: Alpha; features and bug fixes!

This week has been a particularly stressful but also productive week. Friday was alpha day so we had to work extra hard to have something presentable. Many bugs were encountered and we ultimately had to spend our entire night staying up and working. All-in-all I believe I stayed up for ~32 consecutive hours. Bad planning on my part.
As we approached a hard feature-complete date we had to make some adjustments to our workflow. First, we prioritized content […]

/ Comments Off on Mechropolis: Alpha; features and bug fixes!
Program: Programming

Mechropolis: Alpha; features and bug fixes!

This week has been a particularly stressful but also productive week. Friday was alpha day so we had to work extra hard to have something presentable. Many bugs were encountered and we ultimately had to spend our entire night staying up and working. All-in-all I believe I stayed up for ~32 consecutive hours. Bad planning on my part.
As we approached a hard feature-complete date we had to make some adjustments to our workflow. First, we prioritized content […]

/ Comments Off on Mechropolis: Alpha; features and bug fixes!
Program: Programming

Mechropolis: Alpha; features and bug fixes!

This week has been a particularly stressful but also productive week. Friday was alpha day so we had to work extra hard to have something presentable. Many bugs were encountered and we ultimately had to spend our entire night staying up and working. All-in-all I believe I stayed up for ~32 consecutive hours. Bad planning on my part.
As we approached a hard feature-complete date we had to make some adjustments to our workflow. First, we prioritized content […]

/ Comments Off on Mechropolis: Alpha; features and bug fixes!
Program: Programming

Mechropolis: Grab & throw

Another week has passed and a lot of work have been done. This week I’ve been working on correctly throwing the player (and to some extent, the robots). “Throwing” the player involves applying a high amount of force in a certain direction once when the player touches a thrower-fusion robot. This was easier said than done though as a few complications occurred. First, as a minor detail, the scale in which force is added to the player controller is […]

/ Comments Off on Mechropolis: Grab & throw
Program: Programming

Mechropolis: Grab & throw

Another week has passed and a lot of work have been done. This week I’ve been working on correctly throwing the player (and to some extent, the robots). “Throwing” the player involves applying a high amount of force in a certain direction once when the player touches a thrower-fusion robot. This was easier said than done though as a few complications occurred. First, as a minor detail, the scale in which force is added to the player controller is […]

/ Comments Off on Mechropolis: Grab & throw
Program: Programming