Author Archives: Pontus Berglund
BGP: Refracted Fate – The End
Hi everyone!
This will be my last blog post (at least for now) on Refracted Fate!
Tomorrow we will be showcasing our game at Gotland Game Conference(GGC) so we have been fixing a lot of trivial things towards it (and still kind of are!)
I must say the production of the game have been a lot of fun and I have learned everything from creating physics based pickup system to using streaming level to avoid level loading.
I’m not sure what I want to […]
BGP: Refracted Fate – The End
Hi everyone!
This will be my last blog post (at least for now) on Refracted Fate!
Tomorrow we will be showcasing our game at Gotland Game Conference(GGC) so we have been fixing a lot of trivial things towards it (and still kind of are!)
I must say the production of the game have been a lot of fun and I have learned everything from creating physics based pickup system to using streaming level to avoid level loading.
I’m not sure what I want to […]
BGP: Refracted Fate – Redesigning Map Layout
Hello everyone, this week I will be talking about redesigning layout, as it’s what I have mostly been doing since the last update. (and other small fixes here and there).
Redesigning map layout
The redesign on the map mostly came from the player data we gathered earlier, it was originally done to create a better flow true the game, however, after also detecting we would likely not be able to finish the last room, we decided to polish the first room and […]
BGP: Refracted Fate – Redesigning Map Layout
Hello everyone, this week I will be talking about redesigning layout, as it’s what I have mostly been doing since the last update. (and other small fixes here and there).
Redesigning map layout
The redesign on the map mostly came from the player data we gathered earlier, it was originally done to create a better flow true the game, however, after also detecting we would likely not be able to finish the last room, we decided to polish the first room and […]
BGP: Refracted Fate – Player Tracking
Hello everyone! Today I will be writing about player tracking and gathering level design feedback. So let’s move directly into the topic!
Gathering Player Movement / Player Tracking
When it comes to playtest, just tend to get a lot of great data, however, only relaying on the feedback from the play tester directly is not always a clever idea. So, what I decided to do was to build in a tracker system that would draw a map where the player moved. This […]
BGP: Refracted Fate – Player Tracking
Hello everyone! Today I will be writing about player tracking and gathering level design feedback. So let’s move directly into the topic!
Gathering Player Movement / Player Tracking
When it comes to playtest, just tend to get a lot of great data, however, only relaying on the feedback from the play tester directly is not always a clever idea. So, what I decided to do was to build in a tracker system that would draw a map where the player moved. This […]
BGP: Refracted Fate – Sliding Doors!
Hi, all readers, I will start focusing more on a single thing that I have worked on and instead write about it a more detailed. So, the number of things I showcase will be lower, but hopefully it will be better quality and more interesting. Anyway, let’s get started! This week I will be talking about the slider mechanic that I have been working on in the game!
Sliding, doors and objects!
The way the sliding function has been made is very basic […]
BGP: Refracted Fate – Sliding Doors!
Hi, all readers, I will start focusing more on a single thing that I have worked on and instead write about it a more detailed. So, the number of things I showcase will be lower, but hopefully it will be better quality and more interesting. Anyway, let’s get started! This week I will be talking about the slider mechanic that I have been working on in the game!
Sliding, doors and objects!
The way the sliding function has been made is very basic […]
BGP: Refracted Fate – Keypads, cameras and dimension shifting!
Hello everyone, back with another one of thus blog posts. Recently I have been focusing on finishing the dimension shifting power, but also working on the camera system that watch different corridors and track the player. I have also been working on a new redesigned keypad system that works a bit different.
New Keypad system
Let’s starts with the new keypad system, continuing the latest blog post. The keypad has been redesigned so instead of the user pointing to a key and […]
BGP: Refracted Fate – Keypads, cameras and dimension shifting!
Hello everyone, back with another one of thus blog posts. Recently I have been focusing on finishing the dimension shifting power, but also working on the camera system that watch different corridors and track the player. I have also been working on a new redesigned keypad system that works a bit different.
New Keypad system
Let’s starts with the new keypad system, continuing the latest blog post. The keypad has been redesigned so instead of the user pointing to a key and […]
BGP: Refracted Fate – Interaction
Hello, all readers, we recently started a new course called “Big Game Project”, In the course, me and my group are making a game called Refracted Fate and each week I will post about different things I have been making in the game. I will often be making a lot of different things in a week, so instead of writing about each feature I develop I will each week pick a specific area that is of more interest and write […]
BGP: Refracted Fate – Interaction
Hello, all readers, we recently started a new course called “Big Game Project”, In the course, me and my group are making a game called Refracted Fate and each week I will post about different things I have been making in the game. I will often be making a lot of different things in a week, so instead of writing about each feature I develop I will each week pick a specific area that is of more interest and write […]
POTATO PIRATES OF THE PROHIBITION – INSTALLER
Hello dear readers, this week I have been mostly just doing some final touch in for the final, the different things I have been doing is all from just fixing some small bugs, to adding some minor features (for example adding a click sound to the buttons). However the biggest things I have probably worked on this week is to create an actually installer for the game, so this week I will mostly be focusing on how I created the […]
POTATO PIRATES OF THE PROHIBITION – INSTALLER
Hello dear readers, this week I have been mostly just doing some final touch in for the final, the different things I have been doing is all from just fixing some small bugs, to adding some minor features (for example adding a click sound to the buttons). However the biggest things I have probably worked on this week is to create an actually installer for the game, so this week I will mostly be focusing on how I created the […]
Potato Pirates of The Prohibition – Resource Loader
Hello dear readers, this week I have been mostly fixing bugs and doing small optimizing. Before the beta I spent most of my time getting everything ready for it and really didn’t focus on any special artifact. This make this blog post a bit hard to write, however after the beta we chose to make a resource loader so we wouldn’t have “loading/freeze” time while the game was being played. So I will focus on that part in this week’s […]
Potato Pirates of The Prohibition – Resource Loader
Hello dear readers, this week I have been mostly fixing bugs and doing small optimizing. Before the beta I spent most of my time getting everything ready for it and really didn’t focus on any special artifact. This make this blog post a bit hard to write, however after the beta we chose to make a resource loader so we wouldn’t have “loading/freeze” time while the game was being played. So I will focus on that part in this week’s […]
Code Review for Team 19 – Mermaid River
Hello team 19, I have been going through your player class and trying to figure everything out, so here is some my conclusion and some tips.
First it seems you don’t really use source tree to its full potential, currently now as this post is being written the last update on your repositories was 4 days ago and the one before that was a week ago. I would firstly recommend you to actually use source tree and commit your code to it. […]
Code Review for Team 19 – Mermaid River
Hello team 19, I have been going through your player class and trying to figure everything out, so here is some my conclusion and some tips.
First it seems you don’t really use source tree to its full potential, currently now as this post is being written the last update on your repositories was 4 days ago and the one before that was a week ago. I would firstly recommend you to actually use source tree and commit your code to it. […]
Potato Pirates of The Prohibition – New Hud
Hello dear readers, this week I have been working on finishing the loading system in the game, I have also been working on a new experimental HUD that I will be focusing on in this week’s blog post.
New HUD
Before going into detail on how it works and looks I thought I would give some backstory, in the beta playtest and earlier we had a more “static” HUD, it was kind of basic but did what we wanted, you could see […]
Potato Pirates of The Prohibition – New Hud
Hello dear readers, this week I have been working on finishing the loading system in the game, I have also been working on a new experimental HUD that I will be focusing on in this week’s blog post.
New HUD
Before going into detail on how it works and looks I thought I would give some backstory, in the beta playtest and earlier we had a more “static” HUD, it was kind of basic but did what we wanted, you could see […]
Potato Pirates of The Prohibition – Mission Selector
Hello dear readers, this week I have been mostly working on getting some of the “behind the scene” code to work. That includes making so options gets saved and applied when the game is loaded and adding new functionality to the GUI class we currently are using. However of all the different artifacts I have been working on this week I have chosen to go into more detail how the new game function works and will work when it’s done, […]
Potato Pirates of The Prohibition – Mission Selector
Hello dear readers, this week I have been mostly working on getting some of the “behind the scene” code to work. That includes making so options gets saved and applied when the game is loaded and adding new functionality to the GUI class we currently are using. However of all the different artifacts I have been working on this week I have chosen to go into more detail how the new game function works and will work when it’s done, […]
Potato Pirates of The Prohibition – Firework Ability
Hello dear readers, this week I have been working on getting most things ready for the alpha, meaking sure everything works together and finialize some of the feautures to the alpha. But instead of going true each and all components for themselves that I have worked on this week, I will instead focus on the firework ability that I finished as it went down some time and planing to make it work like it ended up working.
Firework Ability
The way the […]
Potato Pirates of The Prohibition – Firework Ability
Hello dear readers, this week I have been working on getting most things ready for the alpha, meaking sure everything works together and finialize some of the feautures to the alpha. But instead of going true each and all components for themselves that I have worked on this week, I will instead focus on the firework ability that I finished as it went down some time and planing to make it work like it ended up working.
Firework Ability
The way the […]