Author Archives: Semih Parlayan
#8 Big Game Project | Final polish
Hello again, there is not much to write about because the final week consisted of polishing what was already there and removing alot of bugs.
I did some changes to the UI so that our spell icons where visible at all times.
I fixed a bug where our magnet worked inside the editor but not in a standalone build.
I made it so that our day and night manager also changed the ambient light on top of switching color on our directional lights.
I […]
#8 Big Game Project | Final polish
Hello again, there is not much to write about because the final week consisted of polishing what was already there and removing alot of bugs.
I did some changes to the UI so that our spell icons where visible at all times.
I fixed a bug where our magnet worked inside the editor but not in a standalone build.
I made it so that our day and night manager also changed the ambient light on top of switching color on our directional lights.
I […]
#7 Big Game Project | Diversity & Notification system
Hello again!
This week we have been working feedback and bugfixes, this will probably be the same case next week.
When I wasn’t removing bugs or corrections i was among other things working with implementing diversity. Our settlers can now randomize between women and male meshes, randomize skin color and r
andomize color of their clothes. The system i created also matches a portrait with the gender and skincolor. This portrait is display in the popup panels showed in previous blog posts. Here is […]
#7 Big Game Project | Diversity & Notification system
Hello again!
This week we have been working feedback and bugfixes, this will probably be the same case next week.
When I wasn’t removing bugs or corrections i was among other things working with implementing diversity. Our settlers can now randomize between women and male meshes, randomize skin color and r
andomize color of their clothes. The system i created also matches a portrait with the gender and skincolor. This portrait is display in the popup panels showed in previous blog posts. Here is […]
#6 Big Game Project | Abilities and loadout
Hello again!
During the past week I have mainly been working on abilities and a loadout building, I have also been tinkering with some smaller stuff like particle effects when shooting, cutting wood/stone.
In order to create the abilities in our game I had to redo our weapon system. Previously a settler was only assigned a role, either melee or ranged. And there was a set value of damage and range depending on which role. Now I have created a weapon system […]
#6 Big Game Project | Abilities and loadout
Hello again!
During the past week I have mainly been working on abilities and a loadout building, I have also been tinkering with some smaller stuff like particle effects when shooting, cutting wood/stone.
In order to create the abilities in our game I had to redo our weapon system. Previously a settler was only assigned a role, either melee or ranged. And there was a set value of damage and range depending on which role. Now I have created a weapon system […]
#5 Big Game Project |
This week has been all over the place. I’ve been working on alot of small things such as new HP bars for all entities. Only displaying the HP bars when necessary i.e settlers hp bar down in the jungle should not be displayed when the camera is above. I also added a simple lever so that the player can order the elevator to go up and down. There is one lever placed down in the jungle and one on top […]
#5 Big Game Project |
This week has been all over the place. I’ve been working on alot of small things such as new HP bars for all entities. Only displaying the HP bars when necessary i.e settlers hp bar down in the jungle should not be displayed when the camera is above. I also added a simple lever so that the player can order the elevator to go up and down. There is one lever placed down in the jungle and one on top […]
#4 Big Game Project | Refine System, Skill tree and building GUI
Hello again!
This week I’ve worked on alot of different stuff such as:
Canvas healthbars
Refining system
Implemented new building models
A turnip farm
A skill tree + GUI for it
Building GUI
Among theese the more complex ones were the refine system and skill tree.
Refine System
The refine system converts a raw resources into a refined one.
Examples:
Log -> Planks
Iron ore -> Iron Ingots
Stone -> Bricks
The settlers in our game can refine the raw resources in different buildings such as sawmill, masonry and smeltery. These buildings all work with the same mechanic. […]
#4 Big Game Project | Refine System, Skill tree and building GUI
Hello again!
This week I’ve worked on alot of different stuff such as:
Canvas healthbars
Refining system
Implemented new building models
A turnip farm
A skill tree + GUI for it
Building GUI
Among theese the more complex ones were the refine system and skill tree.
Refine System
The refine system converts a raw resources into a refined one.
Examples:
Log -> Planks
Iron ore -> Iron Ingots
Stone -> Bricks
The settlers in our game can refine the raw resources in different buildings such as sawmill, masonry and smeltery. These buildings all work with the same mechanic. […]
#3 Big Game Project | Construction & Loadout
I’ve continued on the project since last time and this is what I have done:
Construction
I have made it so our settlers can place and construct different buildings. For now there is only one house available but there is functionallity for multiple houses.
In order to build a house the player will need to have a certain amount of resources and when the building is placed the player can order a worker to construct it. This is how i looks:
Gear/loadout selection
When our […]
#3 Big Game Project | Construction & Loadout
I’ve continued on the project since last time and this is what I have done:
Construction
I have made it so our settlers can place and construct different buildings. For now there is only one house available but there is functionallity for multiple houses.
In order to build a house the player will need to have a certain amount of resources and when the building is placed the player can order a worker to construct it. This is how i looks:
Gear/loadout selection
When our […]
#1-2 Big Game Project | Behaviour Trees vs Finite Statemachines
So I’ve started a new game project, the game is developed during the course Big Game Project at my university and I’m developing the game together with five other team members.
The first week started off with us creating a backlog and setting up a new Unity 5.0 project and linking it to a new repository. We decided what we wanted to prototype first and came to realize that in order to prototype anything we would need to implement behaviour trees […]
#1-2 Big Game Project | Behaviour Trees vs Finite Statemachines
So I’ve started a new game project, the game is developed during the course Big Game Project at my university and I’m developing the game together with five other team members.
The first week started off with us creating a backlog and setting up a new Unity 5.0 project and linking it to a new repository. We decided what we wanted to prototype first and came to realize that in order to prototype anything we would need to implement behaviour trees […]
Game Development – Nr.6 | Magic Writer
Hello everyone!
This weeks post will be related to the last post. The last post was about me creating a power up bar that loads up and lights power up icons when they are ready to use.
Since last time we have redesigned the power up bar. The last example was draw by me (programmer art) and was not very pleasant to look at. We want to avoid static HUD as much as we can, this means that we […]
Game Development – Nr.6 | Magic Writer
Hello everyone!
This weeks post will be related to the last post. The last post was about me creating a power up bar that loads up and lights power up icons when they are ready to use.
Since last time we have redesigned the power up bar. The last example was draw by me (programmer art) and was not very pleasant to look at. We want to avoid static HUD as much as we can, this means that we […]
Game Development – Nr.5 | Magic Writer
Hello everyone!
This week i have continued working on the previous project Magic Writer. This week has mostly been about polishing everything in the game. There is not many new mechanics to implement anymore so i have been working a little bit on everything. I will talk about the ”biggest” artifact of this week even though I have mostly been working on small artifacts/polishing.
The power up bar
The main purpose of this power up bar is to give a visual representation of […]
Game Development – Nr.5 | Magic Writer
Hello everyone!
This week i have continued working on the previous project Magic Writer. This week has mostly been about polishing everything in the game. There is not many new mechanics to implement anymore so i have been working a little bit on everything. I will talk about the ”biggest” artifact of this week even though I have mostly been working on small artifacts/polishing.
The power up bar
The main purpose of this power up bar is to give a visual representation of […]
Game Development – Nr.4 | Magic Writer
HighscoreManager
This week i have been working on updating a previous version of our high score system. The first version of the system worked in three steps. The first step was to load a .txt file and read different scores such as ”1000” etc. The second step was to sort all of the scores with the highest score first. The third step was to add a new high score and check if the new score mad e it to the high […]
Game Development – Nr.4 | Magic Writer
HighscoreManager
This week i have been working on updating a previous version of our high score system. The first version of the system worked in three steps. The first step was to load a .txt file and read different scores such as ”1000” etc. The second step was to sort all of the scores with the highest score first. The third step was to add a new high score and check if the new score mad e it to the high […]
Game Development – Nr.3 | Magic Writer
Particle system
Among many things i have worked on a particle system this week. At first i was not sure how to start, i had only done this once or twice in another programming language (C#). What I am about to explain is the current state of the system, it is not what i indent to have at the end meaning that it is not finished yet.
So far I have created two classes, a ”Particle” class and a ”ParticleEmitter” class. I’ll […]
Game Development – Nr.3 | Magic Writer
Particle system
Among many things i have worked on a particle system this week. At first i was not sure how to start, i had only done this once or twice in another programming language (C#). What I am about to explain is the current state of the system, it is not what i indent to have at the end meaning that it is not finished yet.
So far I have created two classes, a ”Particle” class and a ”ParticleEmitter” class. I’ll […]
Game Development – Nr.2 | Magic Writer
Loading items
This week i have worked on loading the throwable items into the game. Loading their sprite and correlating it with a property. Instantiating all the items in the beginning, deleting them when the application closes and reusing them in runtime.
We have a spritesheet for each property, we have a item_alive_spritesheet and a item_dead_spritesheet and so on for each property. Together with each spritesheet there is a .txt file that is connected with its sheet. So item_alive_spriteshee.png has an item_alive_names.txt. This .txt file contains the […]
Game Development – Nr.2 | Magic Writer
Loading items
This week i have worked on loading the throwable items into the game. Loading their sprite and correlating it with a property. Instantiating all the items in the beginning, deleting them when the application closes and reusing them in runtime.
We have a spritesheet for each property, we have a item_alive_spritesheet and a item_dead_spritesheet and so on for each property. Together with each spritesheet there is a .txt file that is connected with its sheet. So item_alive_spriteshee.png has an item_alive_names.txt. This .txt file contains the […]