Author Archives: Morgan Kringstad Håkansson

About Morgan Kringstad Håkansson

2015 Programming

Unity

To develop the game, we decided to use the game engine Unity. The reasoning behind this was that all the programmers in the team had used this engine before. The other reason was that Unity already had vehicle examples which we could use to make our driving.

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Program: Programming

Unity

To develop the game, we decided to use the game engine Unity. The reasoning behind this was that all the programmers in the team had used this engine before. The other reason was that Unity already had vehicle examples which we could use to make our driving.

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Program: Programming

The Aim and Purpose

The purpose of the project was to explore if connecting a dialogue system with racing, and affecting an AI to race differently so to create a story that is told both on and off track that is compelling to a player. To make this interesting we designed mechanics where each system affects the other to create dynamics for the player. Along with using MDA to amplify our aesthetic goal of making the player feel like a racing driver.

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Program: Programming

The Aim and Purpose

The purpose of the project was to explore if connecting a dialogue system with racing, and affecting an AI to race differently so to create a story that is told both on and off track that is compelling to a player. To make this interesting we designed mechanics where each system affects the other to create dynamics for the player. Along with using MDA to amplify our aesthetic goal of making the player feel like a racing driver.

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Program: Programming

Design Document

As Lead Designer, my role demanded me to communicate the design of the game to the rest of the team. The easiest and most tested way of doing this is by creating a design document. The document should describe every part of a game, but it should also change during development as testing changes how the game is designed. To properly communicate the design to the team I routinely asked the other team members to read through the document as […]

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Program: Programming

Design Document

As Lead Designer, my role demanded me to communicate the design of the game to the rest of the team. The easiest and most tested way of doing this is by creating a design document. The document should describe every part of a game, but it should also change during development as testing changes how the game is designed. To properly communicate the design to the team I routinely asked the other team members to read through the document as […]

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Program: Programming

Planning

After the pitch for the game was approved, a plan was required so that the ones responsible for the course could see that we were going to make the vertical slice within the time allotted for development. In the concept, we had decided what the vertical slice would consist of. The planning was a collaborative effort of the entire group, because each member has an area that they know how much time is necessary for each artifact. In the planning […]

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Program: Programming

Planning

After the pitch for the game was approved, a plan was required so that the ones responsible for the course could see that we were going to make the vertical slice within the time allotted for development. In the concept, we had decided what the vertical slice would consist of. The planning was a collaborative effort of the entire group, because each member has an area that they know how much time is necessary for each artifact. In the planning […]

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Program: Programming

Concept

Before the course started the students received a chance to pitch a game idea. In these pitch sessions, the students received feedback from both members of the institution and their peers. During this stage I wrote the concept for Fast Gear and pitched it during the first one of these sessions. The pitch consisted of the core ideas of Fast Gear from the perspective of improving the racing class Formula 1. The feedback I received from Jakob Berglund Rogert consisted […]

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Program: Programming

Concept

Before the course started the students received a chance to pitch a game idea. In these pitch sessions, the students received feedback from both members of the institution and their peers. During this stage I wrote the concept for Fast Gear and pitched it during the first one of these sessions. The pitch consisted of the core ideas of Fast Gear from the perspective of improving the racing class Formula 1. The feedback I received from Jakob Berglund Rogert consisted […]

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Program: Programming

An Introduction and the Design Document

Hello and welcome to my blog. In this blog I will describe the development process of Fast Gear. Fast gear is a story-based racing game with art and sound inspired by the 80s. In Fast Gear the player will race around circuits all over the world against AI opponents that each have personality. But the player will meet these characters off track as well. Off track the player will be able to spend time with their opponents to fom relationships […]

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Program: Programming

An Introduction and the Design Document

Hello and welcome to my blog. In this blog I will describe the development process of Fast Gear. Fast gear is a story-based racing game with art and sound inspired by the 80s. In Fast Gear the player will race around circuits all over the world against AI opponents that each have personality. But the player will meet these characters off track as well. Off track the player will be able to spend time with their opponents to fom relationships […]

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Program: Programming

Group 12 code review

 
The player cpp file is dependent on a sprite for the player to be drawn on the screen. It also dependent on two integers called speed x and y this is to simulate acceleration by adding to these. It also requires player direction to see if what direction the player is moving in. The class also has a movement function and within it there is maximum values on the speed variables. This is tom stop the player from going too […]

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Program: Programming

Group 12 code review

 
The player cpp file is dependent on a sprite for the player to be drawn on the screen. It also dependent on two integers called speed x and y this is to simulate acceleration by adding to these. It also requires player direction to see if what direction the player is moving in. The class also has a movement function and within it there is maximum values on the speed variables. This is tom stop the player from going too […]

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Program: Programming

Player

What
This week I have been working with making a player class. The player class is so that an object of the player type can be made. It should include a vector2 of its position, a sprite to draw the player on screen and a rectangle to check collision with other objects. The class should include functions that return these variables. There should also be an update function that updates the players position.  In the update funtion I will take keyboard […]

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Program: Programming

Player

What
This week I have been working with making a player class. The player class is so that an object of the player type can be made. It should include a vector2 of its position, a sprite to draw the player on screen and a rectangle to check collision with other objects. The class should include functions that return these variables. There should also be an update function that updates the players position.  In the update funtion I will take keyboard […]

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Program: Programming

Player Bullets

This week I have made player bullets. Player bullets are the bullets that fire towards where the player is aiming with the mouse. First I decieded what I needed to make the bullets. I would need mouse input to see where the mouse is and to be able to fire by clicking the left mouse button. I would also need a function to tell where the bullets should shoot. And lastly I would need a texture to draw the bullets […]

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Program: Programming

Player Bullets

This week I have made player bullets. Player bullets are the bullets that fire towards where the player is aiming with the mouse. First I decieded what I needed to make the bullets. I would need mouse input to see where the mouse is and to be able to fire by clicking the left mouse button. I would also need a function to tell where the bullets should shoot. And lastly I would need a texture to draw the bullets […]

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Program: Programming