Author Archives: Martin Carlsson
BGP2017 – Week 2
Character Controller
To handle the movement of tools and avatars in the game we need a Character Controller. Unity does have a standard component for Character controllers, which is cool. However it still only supports capsule colliders, Which is a problem as we have a stretcher and an axe which would not work with capsule colliders.
Now, there are two options: Either you go for a Rigid body controller or you go for a custom character controller with support for a Box […]
BGP2017 – Week 2
Character Controller
To handle the movement of tools and avatars in the game we need a Character Controller. Unity does have a standard component for Character controllers, which is cool. However it still only supports capsule colliders, Which is a problem as we have a stretcher and an axe which would not work with capsule colliders.
Now, there are two options: Either you go for a Rigid body controller or you go for a custom character controller with support for a Box […]
BGP2017 – Interacting with objects
In the game there are various objects and tools you need to interact with. The current implementation has been to ray cast towards a direction and interacting with anything which it hits. There was also no visual indication of what you could pick up. This made it very unclear as to when and what they could interact with.
To solve this some changes had to be made. Previously checking if there was something to interact with was only done when the […]
BGP2017 – Interacting with objects
In the game there are various objects and tools you need to interact with. The current implementation has been to ray cast towards a direction and interacting with anything which it hits. There was also no visual indication of what you could pick up. This made it very unclear as to when and what they could interact with.
To solve this some changes had to be made. Previously checking if there was something to interact with was only done when the […]
BGP2017 – Character Controller
To handle the movement of tools and avatars in the game we need a Character Controller. Unity does have a standard component for Character controllers, which is cool. However it still only supports capsule colliders, Which is a problem as we have a stretcher and an axe which would not work with capsule colliders.
Now, there are two options: Either you go for a Rigid body controller or you go for a custom character controller with support for a Box collider.
As […]
BGP2017 – Character Controller
To handle the movement of tools and avatars in the game we need a Character Controller. Unity does have a standard component for Character controllers, which is cool. However it still only supports capsule colliders, Which is a problem as we have a stretcher and an axe which would not work with capsule colliders.
Now, there are two options: Either you go for a Rigid body controller or you go for a custom character controller with support for a Box collider.
As […]
BGP 2017 – The pliers
The pliers are used to move the prosthetic from the furnace and to attach the prosthetic to the orc.
To use the pliers the goblins have to pick up one handle each. Each part of the pliers then follows the player. To pick something up with the pliers, the players must clamp it between the ends of the pliers.
The players must then move very carefully to not let up the pressure of the pliers, or it will let go of the […]
BGP 2017 – The pliers
The pliers are used to move the prosthetic from the furnace and to attach the prosthetic to the orc.
To use the pliers the goblins have to pick up one handle each. Each part of the pliers then follows the player. To pick something up with the pliers, the players must clamp it between the ends of the pliers.
The players must then move very carefully to not let up the pressure of the pliers, or it will let go of the […]
BGP2017 – Amputation
For the vertical slice of the game the way you ”heal” the orcs is by amputating the hurt limbs of the orc using the axe and then attaching a prosthetic.
To implement this the mesh is split up into 14 separate objects which are all rigged to one rig. For each limb which can be amputated there is a child object in the rig hierarchy at the same level as the limb which can be amputated. This object has a limb […]
BGP2017 – Amputation
For the vertical slice of the game the way you ”heal” the orcs is by amputating the hurt limbs of the orc using the axe and then attaching a prosthetic.
To implement this the mesh is split up into 14 separate objects which are all rigged to one rig. For each limb which can be amputated there is a child object in the rig hierarchy at the same level as the limb which can be amputated. This object has a limb […]
BGP2017 – Character Controller
To handle the movement of tools and avatars in the game we need a Character Controller. Unity does have a standard component for Character controllers, which is cool. However it still only supports capsule colliders, Which is a problem as we have a stretcher and an axe which would not work with capsule colliders.
Now, there are two options: Either you go for a Rigid body controller or you go for a custom character controller with support for a Box collider.
As […]
BGP2017 – Character Controller
To handle the movement of tools and avatars in the game we need a Character Controller. Unity does have a standard component for Character controllers, which is cool. However it still only supports capsule colliders, Which is a problem as we have a stretcher and an axe which would not work with capsule colliders.
Now, there are two options: Either you go for a Rigid body controller or you go for a custom character controller with support for a Box collider.
As […]
BGP2017 – Amputation
For the vertical slice of the game the way you ”heal” the orcs is by amputating the hurt limbs of the orc using the axe and then attaching a prosthetic.
To implement this the mesh is split up into 14 separate objects which are all rigged to one rig. For each limb which can be amputated there is a child object in the rig hierarchy at the same level as the limb which can be amputated. This object has a limb […]
BGP2017 – Amputation
For the vertical slice of the game the way you ”heal” the orcs is by amputating the hurt limbs of the orc using the axe and then attaching a prosthetic.
To implement this the mesh is split up into 14 separate objects which are all rigged to one rig. For each limb which can be amputated there is a child object in the rig hierarchy at the same level as the limb which can be amputated. This object has a limb […]
BGP 2017 – The tools
For the first week I worked a bit on implementing the movement of the tools which the players cooperate to use. The first one which I worked on was the stretcher.
The stretcher
The stretcher is used to transport the orcs around the camp. The stretcher has two parts to its movement:
In the front are steering handles, used to orient the front wheels of the stretcher. Once the orientation has been set, the stretcher will rotate in that direction when moved.
In the […]
BGP 2017 – The tools
For the first week I worked a bit on implementing the movement of the tools which the players cooperate to use. The first one which I worked on was the stretcher.
The stretcher
The stretcher is used to transport the orcs around the camp. The stretcher has two parts to its movement:
In the front are steering handles, used to orient the front wheels of the stretcher. Once the orientation has been set, the stretcher will rotate in that direction when moved.
In the […]
BGP2017 – An Introduction
For the next six week I will be working on a game production project for the course Big Game Project.
The Project
The project I am working on is called Goblin Doctors. It is a co-op game for two players. The project tries to make a twist on the fantasy theme, with some humor and the setting.
The players play as goblins which have the role of doctors for an orc army. The goblins must co-operate to maneuver and operate the over-sized tools […]
BGP2017 – An Introduction
For the next six week I will be working on a game production project for the course Big Game Project.
The Project
The project I am working on is called Goblin Doctors. It is a co-op game for two players. The project tries to make a twist on the fantasy theme, with some humor and the setting.
The players play as goblins which have the role of doctors for an orc army. The goblins must co-operate to maneuver and operate the over-sized tools […]
[5SD033]Blog 6 – Level Design
By: Martin Carlsson
Group: 10
This week I worked on the wave spawning part of our level design. The spawning of our enemies had long been a problem we had. But due to having to prioritize other things, it ended up on the shelf for too long.
To keep track of the spawn points of each enemy I use a std::vector. This vector contains sf::Vector2f for position and an enum for the enemy type. When the spawn point is close to the game […]
[5SD033]Blog 6 – Level Design
By: Martin Carlsson
Group: 10
This week I worked on the wave spawning part of our level design. The spawning of our enemies had long been a problem we had. But due to having to prioritize other things, it ended up on the shelf for too long.
To keep track of the spawn points of each enemy I use a std::vector. This vector contains sf::Vector2f for position and an enum for the enemy type. When the spawn point is close to the game […]
[5SD033]Blog 5 – Particle Generator
By: Martin Carlsson
Group: 10
One of the artifacts I have been working on this week is our particle generator. The reason we wanted a particle generator is mainly to improve the player feedback in the game.
First of, the particle generator serves as a indicator for the air level. When the air level is high, the particles are smaller. When the air level is low, the particles are much larger. The hope is that this will be enough of an indicator along with our […]
[5SD033]Blog 5 – Particle Generator
By: Martin Carlsson
Group: 10
One of the artifacts I have been working on this week is our particle generator. The reason we wanted a particle generator is mainly to improve the player feedback in the game.
First of, the particle generator serves as a indicator for the air level. When the air level is high, the particles are smaller. When the air level is low, the particles are much larger. The hope is that this will be enough of an indicator along with our […]
Code Review – Group 11
So looking at your code, you have a Ginny class… but you don’t actually use it. Instead everything is handled in your main function. Due to this it’s really hard to follow what’s going on.
As for your Ginny class, its bindings are screen dimensions, a sprite and a pointer to a sf::Keyboard.
You probably don’t need to have a sf::Keyboard pointer. Since sf::Keyboard has a static function sf::Keyboard::IsKeyDown which returns the current state of a key, you could call that instead […]
Code Review – Group 11
So looking at your code, you have a Ginny class… but you don’t actually use it. Instead everything is handled in your main function. Due to this it’s really hard to follow what’s going on.
As for your Ginny class, its bindings are screen dimensions, a sprite and a pointer to a sf::Keyboard.
You probably don’t need to have a sf::Keyboard pointer. Since sf::Keyboard has a static function sf::Keyboard::IsKeyDown which returns the current state of a key, you could call that instead […]