Author Archives: Martin Persson

Final week

So, after having spent all weekend in the office, and the monday at home with stomach pains, we’re now on the final day of the final week.
In the last few days I’ve been working on solving some bugs, implementing the camouflage covers, redoing the vision cones (again) so that they are more intelligent, and a few related issues.
In addition to this, I’ve made some touchups on the camera controls, changing their scrolling speed and adding boundaries so that players no […]

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Program: Programming

Final week

So, after having spent all weekend in the office, and the monday at home with stomach pains, we’re now on the final day of the final week.
In the last few days I’ve been working on solving some bugs, implementing the camouflage covers, redoing the vision cones (again) so that they are more intelligent, and a few related issues.
In addition to this, I’ve made some touchups on the camera controls, changing their scrolling speed and adding boundaries so that players no […]

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Program: Programming

Day 25 (I think?)

So, it’s been a while since my last post, and it’s been a busy week.
today is monday the 19th of may, and for the past week I’ve gotten the touch controls to (mostly) work, and are now only requiring some minor bugfixes. The zoom touch controls are also completed.

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Program: Programming

Day 25 (I think?)

So, it’s been a while since my last post, and it’s been a busy week.
today is monday the 19th of may, and for the past week I’ve gotten the touch controls to (mostly) work, and are now only requiring some minor bugfixes. The zoom touch controls are also completed.

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Program: Programming

Day 20

Today was spent trying to figure out why my code for the touchscreen wasn’t working, and so far no results. I’ve followed a guide on dealing with touch input, but it seems not to work when implemented in Unity.Beyond that, I’ve also begun looking at printing out a visual grid system to aid players in seeing the individual squares on the game map.

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Program: Programming

Day 20

Today was spent trying to figure out why my code for the touchscreen wasn’t working, and so far no results. I’ve followed a guide on dealing with touch input, but it seems not to work when implemented in Unity.Beyond that, I’ve also begun looking at printing out a visual grid system to aid players in seeing the individual squares on the game map.

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Program: Programming

day 19

I’ve made it so that the player and the NPCs are better synced in movement. What I did was actually rather simple, as the only edit needed was that I set the NPCs’ “readyfornextstep” bool variable to true in the beginning. This means that they wait for the player to move first, which makes the entire movement a lot smoother.
We finally got a android tablet from the university! This means I’ll be able to convert our game for the mobile […]

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Program: Programming

day 19

I’ve made it so that the player and the NPCs are better synced in movement. What I did was actually rather simple, as the only edit needed was that I set the NPCs’ “readyfornextstep” bool variable to true in the beginning. This means that they wait for the player to move first, which makes the entire movement a lot smoother.
We finally got a android tablet from the university! This means I’ll be able to convert our game for the mobile […]

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Program: Programming

18

Today my work has contained creating a “stop” function to make the player’s movement stop at the next queued tile.After that, I worked on making the vision cone for the NPCs. No, not to make them detect the player, but to make the vision cone visible to the player.I started off trying to make the vision cone with Gizmos (a type of visual debugging system in Unity) but after a hour I realized that it wasn’t especially well suited for […]

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Program: Programming

18

Today my work has contained creating a “stop” function to make the player’s movement stop at the next queued tile.After that, I worked on making the vision cone for the NPCs. No, not to make them detect the player, but to make the vision cone visible to the player.I started off trying to make the vision cone with Gizmos (a type of visual debugging system in Unity) but after a hour I realized that it wasn’t especially well suited for […]

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Program: Programming

Day 17 – Alpha

Today was spent debugging issues for the Alpha presentation. We managed to get the game pretty much up and running, and went to the presentation.After the presentation, the day was called off, and we proceeded to take a long weekend.

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Program: Programming

Day 17 – Alpha

Today was spent debugging issues for the Alpha presentation. We managed to get the game pretty much up and running, and went to the presentation.After the presentation, the day was called off, and we proceeded to take a long weekend.

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Program: Programming

Day 16

Today I’ve deactivated diagonal movement for the alpha tomorrow, and I’ve re-written the algorithm that checks if the NPC can see the PC to account for this.After doing this, I have been working with the implementation of the NPC death state and animation. I created a function called KillAI to perform these tasks, triggering the animation and making the NPC ‘dead’.
After this, I’ve been put to work updating the NPC models to include bows, since the basic enemy we planned […]

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Program: Programming

Day 16

Today I’ve deactivated diagonal movement for the alpha tomorrow, and I’ve re-written the algorithm that checks if the NPC can see the PC to account for this.After doing this, I have been working with the implementation of the NPC death state and animation. I created a function called KillAI to perform these tasks, triggering the animation and making the NPC ‘dead’.
After this, I’ve been put to work updating the NPC models to include bows, since the basic enemy we planned […]

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Program: Programming

Day 15

This morning was interesting, having slept through both my alarms I awoke just before 11, more rested than I have any weekday the last month, and hurried off to work.the work on the project was far less eventful, though, as more time was spent chasing down annoying bugs so that we have a functioning prototype to show off on friday.During the day, most bugs were luckily eliminated, and the game now works pretty much as intended.

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Program: Programming

Day 15

This morning was interesting, having slept through both my alarms I awoke just before 11, more rested than I have any weekday the last month, and hurried off to work.the work on the project was far less eventful, though, as more time was spent chasing down annoying bugs so that we have a functioning prototype to show off on friday.During the day, most bugs were luckily eliminated, and the game now works pretty much as intended.

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Program: Programming

Day 14

Today I’m continuing work with the item gui support. I have an idea how I am to get the data between scenes. Apparently there’s a native function in Unity called “Player prefs” that might be suitable to our needs.
Though progress with the items have been temporarily halted as bugs in the existing code have been unveiled, and need to be fixed.

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Program: Programming

Day 14

Today I’m continuing work with the item gui support. I have an idea how I am to get the data between scenes. Apparently there’s a native function in Unity called “Player prefs” that might be suitable to our needs.
Though progress with the items have been temporarily halted as bugs in the existing code have been unveiled, and need to be fixed.

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Program: Programming

day 13

Today ended up being a half day as I got a splitting headache after Lunch.
I got started with the basic gui support for the game, but I didn’t get far due to the headache.

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Program: Programming

day 13

Today ended up being a half day as I got a splitting headache after Lunch.
I got started with the basic gui support for the game, but I didn’t get far due to the headache.

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Program: Programming

day 12

We finally managed to solve the annoying (yet not gamebreaking) NPCRotation bug.we found out that the editor was complaining about our check to see if a list was null or not, and we changed that to a check to see that there were more than 0 elements in the list.
And after finding a bug in the Attack behaviour of the NPC we finally found the issue and resolved it. I had forgot to reset a variable at the end of […]

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Program: Programming

day 12

We finally managed to solve the annoying (yet not gamebreaking) NPCRotation bug.we found out that the editor was complaining about our check to see if a list was null or not, and we changed that to a check to see that there were more than 0 elements in the list.
And after finding a bug in the Attack behaviour of the NPC we finally found the issue and resolved it. I had forgot to reset a variable at the end of […]

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Program: Programming

Day 11

Spent today at home, sick. Headaches and nausea made working… less than pleasant.After noon, the nausea disappeared almost entirely, and at 11pm the headaches finally lifted.

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Program: Programming

Day 11

Spent today at home, sick. Headaches and nausea made working… less than pleasant.After noon, the nausea disappeared almost entirely, and at 11pm the headaches finally lifted.

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Program: Programming