Author Archives: Wiktor Ravndal

About Wiktor Ravndal

2017 Programming

Done! Post mortem for Depth

I’ll start off by saying that even though my feelings towards the game are mixed, overall I am satisfied with it, and think it turned out well. I’m also happy with my team, we’ve had some friction, but I feel we managed to work with it, also there is a lot of talent in group Ettin, and I’m happy to have had the opportunity to work with them.
So what went right?
The final playtest gave overall positive feedback, so I’ll take […]

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Program: Programming

Done! Post mortem for Depth

I’ll start off by saying that even though my feelings towards the game are mixed, overall I am satisfied with it, and think it turned out well. I’m also happy with my team, we’ve had some friction, but I feel we managed to work with it, also there is a lot of talent in group Ettin, and I’m happy to have had the opportunity to work with them.
So what went right?
The final playtest gave overall positive feedback, so I’ll take […]

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Program: Programming

Playtesting in our game

My own playtesting
First off, I wanna talk about the playtesting I do on my own while programming. Unity gives some good tools and functionality when testing, mainly the console(for debugging) and the ability to adjust variables while running the game in the inspector. This makes it way easier to balance certain features, and also just compare the game feel with different values for variables, like for movement.
This is somewhere I hope to improve though, to use the tools unity provides, […]

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Program: Programming

Playtesting in our game

My own playtesting
First off, I wanna talk about the playtesting I do on my own while programming. Unity gives some good tools and functionality when testing, mainly the console(for debugging) and the ability to adjust variables while running the game in the inspector. This makes it way easier to balance certain features, and also just compare the game feel with different values for variables, like for movement.
This is somewhere I hope to improve though, to use the tools unity provides, […]

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Program: Programming

Cheeky Checkpoints

This week I’ll be talking about the cause of my headache last week and the waste of many hours, checkpoints. They’re not entirely the cause though, it’s more because of stubbornness, tunnel vision and probably some idiocy.
Where the problems started
In our game you’re progressing through a level left to right, and as the level is a little lengthy we want checkpoints so the player doesn’t have to redo all of it. This was to be my main task for last […]

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Program: Programming

Cheeky Checkpoints

This week I’ll be talking about the cause of my headache last week and the waste of many hours, checkpoints. They’re not entirely the cause though, it’s more because of stubbornness, tunnel vision and probably some idiocy.
Where the problems started
In our game you’re progressing through a level left to right, and as the level is a little lengthy we want checkpoints so the player doesn’t have to redo all of it. This was to be my main task for last […]

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Program: Programming

Scrum – Yay or nay?

Scrum?
I’ll try and be quick with this.
Scrum is a work framework that emphasizes iterative development and being agile. It’s made for small teams, but can be scaled up. Development is divided into sprints, in our case these last one week, but should preferably be a bit longer, two weeks is apparently common. At the start of a sprint there is a sprint planning where the team members discuss and pick the tasks they’ll be working on during the sprint, and […]

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Program: Programming

Scrum – Yay or nay?

Scrum?
I’ll try and be quick with this.
Scrum is a work framework that emphasizes iterative development and being agile. It’s made for small teams, but can be scaled up. Development is divided into sprints, in our case these last one week, but should preferably be a bit longer, two weeks is apparently common. At the start of a sprint there is a sprint planning where the team members discuss and pick the tasks they’ll be working on during the sprint, and […]

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Program: Programming

Orbiting Fishies

So last post I talked about the big fishy, so in this post I’m gonna cover the smaller, but just as important fishy, I think it’s been dubbed cave fish(y). Since I’m the programmer I won’t be talking so much about the look, but more about the movement and “AI”.
Smashing!
An Early choice I made was to have the fish very interactable and leave the door open for more gameplay dynamics, so I wanted the cave fish to be fully physics […]

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Program: Programming

Orbiting Fishies

So last post I talked about the big fishy, so in this post I’m gonna cover the smaller, but just as important fishy, I think it’s been dubbed cave fish(y). Since I’m the programmer I won’t be talking so much about the look, but more about the movement and “AI”.
Smashing!
An Early choice I made was to have the fish very interactable and leave the door open for more gameplay dynamics, so I wanted the cave fish to be fully physics […]

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Program: Programming

Spooky Fishy

In Depth you play as a submarine trying to make your way through an underwater cave while being chased by a spooky fish (left one). As this spooky fish is kinda an important part of the game I thought it would make a good first post.
The Chasing
The creature fish thing is pretty big (image below), so trying to make him navigate through the cave seemed like a big task, so I instead decided to make him move in the background […]

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Program: Programming

Spooky Fishy

In Depth you play as a submarine trying to make your way through an underwater cave while being chased by a spooky fish (left one). As this spooky fish is kinda an important part of the game I thought it would make a good first post.
The Chasing
The creature fish thing is pretty big (image below), so trying to make him navigate through the cave seemed like a big task, so I instead decided to make him move in the background […]

/ Comments Off on Spooky Fishy
Program: Programming