Author Archives: Rishi Krishnan Sherly

About Rishi Krishnan Sherly

2016 Programming

UI Rework

This week, I’m going to write about the two core components of the game UI. The navigation lights and the child status panel. The navigation lights were added because the feedback from the play testing showed that people were getting lost a lot and needed an easier way to navigate the map. The child status panel was added because the old one was long due for a revamp.
So, to start with, the child status panel. This is what the old […]

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Program: Programming

UI Rework

This week, I’m going to write about the two core components of the game UI. The navigation lights and the child status panel. The navigation lights were added because the feedback from the play testing showed that people were getting lost a lot and needed an easier way to navigate the map. The child status panel was added because the old one was long due for a revamp.
So, to start with, the child status panel. This is what the old […]

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Program: Programming

Of sprite sheets and animations

This week, I’m going to write about my work with sprite sheets and animations. Even though this is more in the line of an artist’s job, I decided to do it because in the end, it turned out to be a numbers game. Plus, we wanted to implement multiple animations on the same sprite, so it required coding.
So why was it a ‘numbers game’. And why the multiple animations. We had three animated objects in the game. The player itself, […]

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Program: Programming

Of sprite sheets and animations

This week, I’m going to write about my work with sprite sheets and animations. Even though this is more in the line of an artist’s job, I decided to do it because in the end, it turned out to be a numbers game. Plus, we wanted to implement multiple animations on the same sprite, so it required coding.
So why was it a ‘numbers game’. And why the multiple animations. We had three animated objects in the game. The player itself, […]

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Program: Programming

A tank for the job of a bike (AKA what not to do when coding)

This post is about a spawn algorithm for the light berries in the game. But, in this post, I will be focusing on the things I did wrong, things that should NOT be done. I will mention why I did it, why I shouldn’t have, and what I could have done.
What happened with this algorithm is similar to this: to do the job of a bike, I tried to build a tank. And to build a tank, I started by […]

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Program: Programming

A tank for the job of a bike (AKA what not to do when coding)

This post is about a spawn algorithm for the light berries in the game. But, in this post, I will be focusing on the things I did wrong, things that should NOT be done. I will mention why I did it, why I shouldn’t have, and what I could have done.
What happened with this algorithm is similar to this: to do the job of a bike, I tried to build a tank. And to build a tank, I started by […]

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Program: Programming

Targeting Algorithm for Hunter Enemy

One of the more important pieces of code I did this week is the hunter’s targeting (aggro) algorithm. The hunter is the first enemy we made (and the only one so far), and what it did earlier was chase the player character if it gets too close. But we wanted to expand on this and make it chase other targets too, based on a priority system.
Our other programmer, Sebastian was the one who initially coded the hunter movement and I […]

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Program: Programming

Targeting Algorithm for Hunter Enemy

One of the more important pieces of code I did this week is the hunter’s targeting (aggro) algorithm. The hunter is the first enemy we made (and the only one so far), and what it did earlier was chase the player character if it gets too close. But we wanted to expand on this and make it chase other targets too, based on a priority system.
Our other programmer, Sebastian was the one who initially coded the hunter movement and I […]

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Program: Programming

Lighting System

One of the most core elements of our game is the lighting, as such, this post is about how we managed to implement it, and the part I’ve done in getting it working. This is how the lighting system currently works, although we plan to refine it a bit more later on.
The concept “Echo” requires a dark map where the player navigates around and finds stuff. To implement this in any way, a lighting system is necessary. We decided to […]

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Program: Programming

Lighting System

One of the most core elements of our game is the lighting, as such, this post is about how we managed to implement it, and the part I’ve done in getting it working. This is how the lighting system currently works, although we plan to refine it a bit more later on.
The concept “Echo” requires a dark map where the player navigates around and finds stuff. To implement this in any way, a lighting system is necessary. We decided to […]

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Program: Programming