Author Archives: Leevi Hakala

About Leevi Hakala

2016 Programming

Reworked HUD with a reticle

Our game is nearing its finished state, and we have been working hard on polishing the features. Earlier I wrote about a working on the HUD, and how we were thinking of adding a reticle which would display the cooldowns in a more intuitive way. So I worked on that a bit.
We received a lot of feedback that our teleport cooldown was not visible, as it was in the bottom left corner, so we wanted that to be on the […]

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Program: Programming

Reworked HUD with a reticle

Our game is nearing its finished state, and we have been working hard on polishing the features. Earlier I wrote about a working on the HUD, and how we were thinking of adding a reticle which would display the cooldowns in a more intuitive way. So I worked on that a bit.
We received a lot of feedback that our teleport cooldown was not visible, as it was in the bottom left corner, so we wanted that to be on the […]

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Program: Programming

Trouble with knight

The beta release of our project is next week and we have been working hard with implementing all our assets into the game. I have been having a lot of trouble with the knight due to not having a clear vision on the code. The knight as a whole consists (or rather, will consist) of a sweeping attack, a shield that blocks damage, and a charge attack, and then of course an AI that ties this all together and executes […]

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Program: Programming

Trouble with knight

The beta release of our project is next week and we have been working hard with implementing all our assets into the game. I have been having a lot of trouble with the knight due to not having a clear vision on the code. The knight as a whole consists (or rather, will consist) of a sweeping attack, a shield that blocks damage, and a charge attack, and then of course an AI that ties this all together and executes […]

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Program: Programming

HUD

This artifact was done during the previous week of production, but I want to write a bit about it. The task I did was implementinting a HUD in our game. What I have implemented so far is a health indicator, in a traditional style with hearts representing health, and an indicator for the teleport charge/cooldown and whether the power-up is active. Below we can see the two HUD elements in action.

As we can see the hearts get dimmed when the […]

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Program: Programming

HUD

This artifact was done during the previous week of production, but I want to write a bit about it. The task I did was implementinting a HUD in our game. What I have implemented so far is a health indicator, in a traditional style with hearts representing health, and an indicator for the teleport charge/cooldown and whether the power-up is active. Below we can see the two HUD elements in action.

As we can see the hearts get dimmed when the […]

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Program: Programming

Visual Feedback

We are nearing the end of the fifth week of this project. This week we had our first playtesting session and the Alpha presentation. From the playtest we got a lot of useful tips and comments, but one thing that almost everyone commented on is the lack of feedback for the player, enemy and destructible objects taking damage. So I implemented the feedback before we had the Alpha presentation.
First I did a pretty simple feedback for the player taking damage. […]

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Program: Programming

Visual Feedback

We are nearing the end of the fifth week of this project. This week we had our first playtesting session and the Alpha presentation. From the playtest we got a lot of useful tips and comments, but one thing that almost everyone commented on is the lack of feedback for the player, enemy and destructible objects taking damage. So I implemented the feedback before we had the Alpha presentation.
First I did a pretty simple feedback for the player taking damage. […]

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Program: Programming

Top-Down attack pattern for a simple enemy

I want to write about the attack pattern/method that I implemented into our shooter. This was implemented during the second sprint week of production. The method is used by the simplest enemy we will have in the game, the farmer, who simply walks towards the player and then does a thrusting attack that deals damage to the player. This specific attack pattern won’t be used by the more complex enemy types we will add, but the method I learned for […]

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Program: Programming

Top-Down attack pattern for a simple enemy

I want to write about the attack pattern/method that I implemented into our shooter. This was implemented during the second sprint week of production. The method is used by the simplest enemy we will have in the game, the farmer, who simply walks towards the player and then does a thrusting attack that deals damage to the player. This specific attack pattern won’t be used by the more complex enemy types we will add, but the method I learned for […]

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Program: Programming