Author Archives: Rasmus Björling
ERA – Week 7 of Production
This week I mainly worked on a myriad of smaller tasks. Either to patch up or polish existing behaviors or to add new smaller features to the game.
One thing I did was to make sure all renderers (drawable parts) of an object responded to the fog of war. So if an object is in the fog, it and all its GUI layers will be invisible to the enemy teams camera.
I also added a basic GUI setup to the commander, similar […]
ERA – Week 7 of Production
This week I mainly worked on a myriad of smaller tasks. Either to patch up or polish existing behaviors or to add new smaller features to the game.
One thing I did was to make sure all renderers (drawable parts) of an object responded to the fog of war. So if an object is in the fog, it and all its GUI layers will be invisible to the enemy teams camera.
I also added a basic GUI setup to the commander, similar […]
ERA – Week 7 of Production
This week I mainly worked on a myriad of smaller tasks. Either to patch up or polish existing behaviors or to add new smaller features to the game.
One thing I did was to make sure all renderers (drawable parts) of an object responded to the fog of war. So if an object is in the fog, it and all its GUI layers will be invisible to the enemy teams camera.
I also added a basic GUI setup to the commander, similar […]
ERA – Week 7 of Production
This week I mainly worked on a myriad of smaller tasks. Either to patch up or polish existing behaviors or to add new smaller features to the game.
One thing I did was to make sure all renderers (drawable parts) of an object responded to the fog of war. So if an object is in the fog, it and all its GUI layers will be invisible to the enemy teams camera.
I also added a basic GUI setup to the commander, similar […]
ERA – Week 6 of Production
This week I have worked mainly on the fog of war and the minimap. It has been a pretty tricky process to get it all to fit together.
For the fog of war setup we have worked with an external tool from the unity app-store. This has made it possible for us to get the fog working decently quite fast, but it makes it harder to make adjustments and establish connections to for example the minimap.
The first thing I did this […]
ERA – Week 6 of Production
This week I have worked mainly on the fog of war and the minimap. It has been a pretty tricky process to get it all to fit together.
For the fog of war setup we have worked with an external tool from the unity app-store. This has made it possible for us to get the fog working decently quite fast, but it makes it harder to make adjustments and establish connections to for example the minimap.
The first thing I did this […]
ERA – Week 6 of Production
This week I have worked mainly on the fog of war and the minimap. It has been a pretty tricky process to get it all to fit together.
For the fog of war setup we have worked with an external tool from the unity app-store. This has made it possible for us to get the fog working decently quite fast, but it makes it harder to make adjustments and establish connections to for example the minimap.
The first thing I did this […]
ERA – Week 6 of Production
This week I have worked mainly on the fog of war and the minimap. It has been a pretty tricky process to get it all to fit together.
For the fog of war setup we have worked with an external tool from the unity app-store. This has made it possible for us to get the fog working decently quite fast, but it makes it harder to make adjustments and establish connections to for example the minimap.
The first thing I did this […]
ERA – Week 5 of Production
This was the week of our Alpha. Unfortunately it’s also been a week during which I’ve been sick with a cold, pretty badly the first few days, and it never got completely well. So the the work I’ve done has suffered for it.
What I’ve done has mainly been to keep working with the floating GUI, now for structures (towers, barracks and generators), and also to add base structures for each team that will end the game once destroyed. This enters […]
ERA – Week 5 of Production
This was the week of our Alpha. Unfortunately it’s also been a week during which I’ve been sick with a cold, pretty badly the first few days, and it never got completely well. So the the work I’ve done has suffered for it.
What I’ve done has mainly been to keep working with the floating GUI, now for structures (towers, barracks and generators), and also to add base structures for each team that will end the game once destroyed. This enters […]
ERA – Week 5 of Production
This was the week of our Alpha. Unfortunately it’s also been a week during which I’ve been sick with a cold, pretty badly the first few days, and it never got completely well. So the the work I’ve done has suffered for it.
What I’ve done has mainly been to keep working with the floating GUI, now for structures (towers, barracks and generators), and also to add base structures for each team that will end the game once destroyed. This enters […]
ERA – Week 5 of Production
This was the week of our Alpha. Unfortunately it’s also been a week during which I’ve been sick with a cold, pretty badly the first few days, and it never got completely well. So the the work I’ve done has suffered for it.
What I’ve done has mainly been to keep working with the floating GUI, now for structures (towers, barracks and generators), and also to add base structures for each team that will end the game once destroyed. This enters […]
ERA – Week 4 of Production
This has been another tough week with much of the focus going towards trying to fix malfunctions and crashes in unity. Monday my entire game inexplicably crashed after I entered the game scene, we found no clue to the cause of this, and everything was working fine on the other ends of the project so what I ended up doing was removing the entire project, after making a backup, and then download it again from the asset server, manually copying and […]
ERA – Week 4 of Production
This has been another tough week with much of the focus going towards trying to fix malfunctions and crashes in unity. Monday my entire game inexplicably crashed after I entered the game scene, we found no clue to the cause of this, and everything was working fine on the other ends of the project so what I ended up doing was removing the entire project, after making a backup, and then download it again from the asset server, manually copying and […]
ERA – Week 4 of Production
This has been another tough week with much of the focus going towards trying to fix malfunctions and crashes in unity. Monday my entire game inexplicably crashed after I entered the game scene, we found no clue to the cause of this, and everything was working fine on the other ends of the project so what I ended up doing was removing the entire project, after making a backup, and then download it again from the asset server, manually copying and […]
ERA – Week 4 of Production
This has been another tough week with much of the focus going towards trying to fix malfunctions and crashes in unity. Monday my entire game inexplicably crashed after I entered the game scene, we found no clue to the cause of this, and everything was working fine on the other ends of the project so what I ended up doing was removing the entire project, after making a backup, and then download it again from the asset server, manually copying and […]
ERA – Week 3 of Production
This week I mainly worked on the player input class we set up to handle the input the player gives to control a champion that is being updated on the server. I also made sure the champion and its GUI is updated correctly for the network.
The setup we chose for our network was to have the mother-instance of all game objects placed on the server, and also mainly updated on the server. Only necessary data like object’s positions and rotations […]
ERA – Week 3 of Production
This week I mainly worked on the player input class we set up to handle the input the player gives to control a champion that is being updated on the server. I also made sure the champion and its GUI is updated correctly for the network.
The setup we chose for our network was to have the mother-instance of all game objects placed on the server, and also mainly updated on the server. Only necessary data like object’s positions and rotations […]
ERA – Week 3 of Production
This week I mainly worked on the player input class we set up to handle the input the player gives to control a champion that is being updated on the server. I also made sure the champion and its GUI is updated correctly for the network.
The setup we chose for our network was to have the mother-instance of all game objects placed on the server, and also mainly updated on the server. Only necessary data like object’s positions and rotations […]
ERA – Week 3 of Production
This week I mainly worked on the player input class we set up to handle the input the player gives to control a champion that is being updated on the server. I also made sure the champion and its GUI is updated correctly for the network.
The setup we chose for our network was to have the mother-instance of all game objects placed on the server, and also mainly updated on the server. Only necessary data like object’s positions and rotations […]
ERA – The Struggles Continue
So week two of production has come to an end. It’s been a tough week with many delays and unforeseen obstacles, but I still feel we have managed to get far. Our pre-alpha was due for today and while we have not reached all the goals we set ourselves for it, I feel we have reached enough of them for there to be no need for despair. (Yet)
This week I wrote a generalized system that handles the interaction between spells and […]
ERA – The Struggles Continue
So week two of production has come to an end. It’s been a tough week with many delays and unforeseen obstacles, but I still feel we have managed to get far. Our pre-alpha was due for today and while we have not reached all the goals we set ourselves for it, I feel we have reached enough of them for there to be no need for despair. (Yet)
This week I wrote a generalized system that handles the interaction between spells and […]
ERA – The Struggles Continue
So week two of production has come to an end. It’s been a tough week with many delays and unforeseen obstacles, but I still feel we have managed to get far. Our pre-alpha was due for today and while we have not reached all the goals we set ourselves for it, I feel we have reached enough of them for there to be no need for despair. (Yet)
This week I wrote a generalized system that handles the interaction between spells and […]
ERA – The Struggles Continue
So week two of production has come to an end. It’s been a tough week with many delays and unforeseen obstacles, but I still feel we have managed to get far. Our pre-alpha was due for today and while we have not reached all the goals we set ourselves for it, I feel we have reached enough of them for there to be no need for despair. (Yet)
This week I wrote a generalized system that handles the interaction between spells and […]