Author Archives: Robert Gustavsson
Finishing the Level And Last blog entry for Trowl!
Welcome back dear readers, this week i will write about the end of the level in our game trowl and the hassels and balancing issues i faced along the way.
So to start i had to come up with a combination of enemies to have in the end that would be challenging and serve as a grand finale of the game so to speak. So i started thinking up ways in which i could convey that message to our players so […]
Finishing the Level And Last blog entry for Trowl!
Welcome back dear readers, this week i will write about the end of the level in our game trowl and the hassels and balancing issues i faced along the way.
So to start i had to come up with a combination of enemies to have in the end that would be challenging and serve as a grand finale of the game so to speak. So i started thinking up ways in which i could convey that message to our players so […]
Balance And Testing
So this week as we continue to improve upon our game Trowl i have put all of my focus and attention towards balancing the game, because one of the changes we did this week was to make the game autoscrolling which made it so that i had to rework alot of the leveldesign in the game. But we did this change because of feedback we have gotten from playtesters that did not know that they are suppose to move forward […]
Balance And Testing
So this week as we continue to improve upon our game Trowl i have put all of my focus and attention towards balancing the game, because one of the changes we did this week was to make the game autoscrolling which made it so that i had to rework alot of the leveldesign in the game. But we did this change because of feedback we have gotten from playtesters that did not know that they are suppose to move forward […]
Level design continuation
Hello dear readers
This week i worked on level design and balancing which was a lot more challenging and more fun than i expected. So as i talked about last week we had a meeting where we decided how each level would look so this week i went about implementing them in the game. So we wanted a system that was easy to manage and easy to change things around so another member of the group implemented a system that allowed […]
Level design continuation
Hello dear readers
This week i worked on level design and balancing which was a lot more challenging and more fun than i expected. So as i talked about last week we had a meeting where we decided how each level would look so this week i went about implementing them in the game. So we wanted a system that was easy to manage and easy to change things around so another member of the group implemented a system that allowed […]
LevelDesign
Hello dear readers! Robert here again and this week i have been working on leveldesign with my group.
So in our group we have a bunch of different enemies with different attack patterns and different enviromental obstacles that occur when you are flying above this train.
For the enemies we have the Falcon which have the movement pattern diagonal approach towards the player, so the Falcon will come in from the top go straight ahead until the player is in a diagonal […]
LevelDesign
Hello dear readers! Robert here again and this week i have been working on leveldesign with my group.
So in our group we have a bunch of different enemies with different attack patterns and different enviromental obstacles that occur when you are flying above this train.
For the enemies we have the Falcon which have the movement pattern diagonal approach towards the player, so the Falcon will come in from the top go straight ahead until the player is in a diagonal […]
PowerUps And Hud continuation
In my last blog post i talked about when i worked on the Stressmeter in our game. which i now have succesfully completed. With the help of my fellow programmers we got it to work using
hud->getSprite(0)->setScale(player->getStress() / 2.18, 1.02f);
This code does so that the width of the the red square that i made in paint is changed to be represent the amount of stress you currently have if it is maxed out you lose, and this red sqaure is fitted […]
PowerUps And Hud continuation
In my last blog post i talked about when i worked on the Stressmeter in our game. which i now have succesfully completed. With the help of my fellow programmers we got it to work using
hud->getSprite(0)->setScale(player->getStress() / 2.18, 1.02f);
This code does so that the width of the the red square that i made in paint is changed to be represent the amount of stress you currently have if it is maxed out you lose, and this red sqaure is fitted […]
Working on Hud – Trowl Robert Gustavsson
So before i start talking about what i am working on i should probably explain what our game is. Our game is Trowl, a game about an owl that has chosen the unfortunate place of a train to put her nest ontop on. so when the train started the owl and her children the owlets flew all across the train and got spread around everywhere.
So your job as the owl mother is to go across the train and rescue the […]
Working on Hud – Trowl Robert Gustavsson
So before i start talking about what i am working on i should probably explain what our game is. Our game is Trowl, a game about an owl that has chosen the unfortunate place of a train to put her nest ontop on. so when the train started the owl and her children the owlets flew all across the train and got spread around everywhere.
So your job as the owl mother is to go across the train and rescue the […]