Browsing 'Game Design': Posts from either of the Game Design programs
Blog 4
This week I have once more been dealing with the trouble of not having a working tablet. Earlier I thought it was the cable, but it was more complicated than that.
I have been working on a lot this week, but what I have been spending most time on, is once more the fire-bird. This time, I have been working more on the colour, and making it look like it is burning and this is how I did it:
Last time I […]
Blog 4
This week I have once more been dealing with the trouble of not having a working tablet. Earlier I thought it was the cable, but it was more complicated than that.
I have been working on a lot this week, but what I have been spending most time on, is once more the fire-bird. This time, I have been working more on the colour, and making it look like it is burning and this is how I did it:
Last time I […]
Custom Editors – a begginer’s guide
I would like to preface this post by mentioning that this is kind of a “beginner’s guide” to using custom editors in Unity. I will try to go through what I know about them as thoroughly as possible to make sure that it’s as easy as possible to create one for yourself.
The example scripts used in this post are available on the pastebin links below.
myClass, example variables: myClass
The first version of the editor: myClassEditor
The second version of the […]
Custom Editors – a begginer’s guide
I would like to preface this post by mentioning that this is kind of a “beginner’s guide” to using custom editors in Unity. I will try to go through what I know about them as thoroughly as possible to make sure that it’s as easy as possible to create one for yourself.
The example scripts used in this post are available on the pastebin links below.
myClass, example variables: myClass
The first version of the editor: myClassEditor
The second version of the […]
Pitchforks, Torches and Copy paste: How to Easily Create an Angry Mob
Stella from Team Nazgul here again.
Before I go into this week’s topic I’d just like to mention that I think I’ve finally fixed the comment problem! Only took me about… 3 weeks. So sorry about that.
Anyway, this week I’m gonna explain my work process behind the Angry mob in Burn Witch, Burn.
My fist sketch for the angry mob of medieval farmers who chase after the witch protagonist and slay her if she is caught. It is […]
Pitchforks, Torches and Copy paste: How to Easily Create an Angry Mob
Stella from Team Nazgul here again.
Before I go into this week’s topic I’d just like to mention that I think I’ve finally fixed the comment problem! Only took me about… 3 weeks. So sorry about that.
Anyway, this week I’m gonna explain my work process behind the Angry mob in Burn Witch, Burn.
My fist sketch for the angry mob of medieval farmers who chase after the witch protagonist and slay her if she is caught. It is […]
Controlling audio mixers through code in Unity
If you create custom audio mixers in Unity, you gain more control over the sound in your game. Just remember to assign your “AudioSource” components to the correct mixer. I wrote a bit about AudioSources in a previous post.
Several child mixers can be routed through a parent mixer. For example, I have created separate mixers for Music and Sound Effects in our game.
The MusicMixer is the parent of several child mixers with different music tracks playing through them. This way […]
Controlling audio mixers through code in Unity
If you create custom audio mixers in Unity, you gain more control over the sound in your game. Just remember to assign your “AudioSource” components to the correct mixer. I wrote a bit about AudioSources in a previous post.
Several child mixers can be routed through a parent mixer. For example, I have created separate mixers for Music and Sound Effects in our game.
The MusicMixer is the parent of several child mixers with different music tracks playing through them. This way […]
My Fourth Game Design Blog Post –Handling The Scenes.
Today, I’m going to write about less programming bur more about meddling with the Unity itself. What I mean by that is that I will write how to manage scenes and buttons that load up scenes in Unity with the help of code.
Basically, managing scenes is simple but you can get somewhat lost if you don’t know what you are doing. When we create a scene and we save it as something we usually start doing something in it. A […]
My Fourth Game Design Blog Post –Handling The Scenes.
Today, I’m going to write about less programming bur more about meddling with the Unity itself. What I mean by that is that I will write how to manage scenes and buttons that load up scenes in Unity with the help of code.
Basically, managing scenes is simple but you can get somewhat lost if you don’t know what you are doing. When we create a scene and we save it as something we usually start doing something in it. A […]
Preparing for the Beta
Hello reader and welcome to my fourth blog post!
This week everything is about the beta. Since everything that you want in the game has to be in the game by monday, the programmers and artists are hard at work trying to get everything done for monday and I am trying my best to help them in any way I can, but since I cannot program or draw at all, my help in that sense is very limited. I myself am […]
Preparing for the Beta
Hello reader and welcome to my fourth blog post!
This week everything is about the beta. Since everything that you want in the game has to be in the game by monday, the programmers and artists are hard at work trying to get everything done for monday and I am trying my best to help them in any way I can, but since I cannot program or draw at all, my help in that sense is very limited. I myself am […]
Now you’re thinking with portals!
This week I’ve been working on various things, and most of it has been animations (with some GUI tweaks/additions). While animation by itself is interesting topic, it’s probably less interesting to read about how I applied the 12 principles of animation for our characters. An animated portal on the other hand is a bit different, due to the variety and expectations of motion they present. For out game we want a portal for the character to exit through after the […]
Now you’re thinking with portals!
This week I’ve been working on various things, and most of it has been animations (with some GUI tweaks/additions). While animation by itself is interesting topic, it’s probably less interesting to read about how I applied the 12 principles of animation for our characters. An animated portal on the other hand is a bit different, due to the variety and expectations of motion they present. For out game we want a portal for the character to exit through after the […]
Power up selection.
This week we have been trying to implement the final features we want in the game before the beta. I’ve primarily worked on the power ups and the power up selection system. As I mentioned in the previous blog post, we want the player to be able to pick up magical scrolls on the first level where you must flee. We have changed it bit as we might not be able to do different variations on the spells as we […]
Power up selection.
This week we have been trying to implement the final features we want in the game before the beta. I’ve primarily worked on the power ups and the power up selection system. As I mentioned in the previous blog post, we want the player to be able to pick up magical scrolls on the first level where you must flee. We have changed it bit as we might not be able to do different variations on the spells as we […]
Getting our background off the ground.
Hey!
This week, I’ll be talking about an asset I made a while ago, a modular scenery generator / spawner. This’ll be a coding post themed around graphics but not really.
The game I’m working on with my group, “Burn Witch, Burn!”, is a top down shooter with a scrolling background. While making the backgrounds for the game, I deliberately wanted to avoid making the objects in them, such as the trees, rocks, and houses, part of the background. I wanted to […]
Getting our background off the ground.
Hey!
This week, I’ll be talking about an asset I made a while ago, a modular scenery generator / spawner. This’ll be a coding post themed around graphics but not really.
The game I’m working on with my group, “Burn Witch, Burn!”, is a top down shooter with a scrolling background. While making the backgrounds for the game, I deliberately wanted to avoid making the objects in them, such as the trees, rocks, and houses, part of the background. I wanted to […]
The Fourth Blogpost
Hello. Today I’m a little out of ideas since we’re not really implementing anything new anymore and only polishing the things we have so I will be talking about something that a lot of people mentioned during the playtesting session this monday, the boundaries around the path. You were able to move around the map however you wanted which was really broken because you are being chased by an angry mob which you could run around and come behind. The […]
The Fourth Blogpost
Hello. Today I’m a little out of ideas since we’re not really implementing anything new anymore and only polishing the things we have so I will be talking about something that a lot of people mentioned during the playtesting session this monday, the boundaries around the path. You were able to move around the map however you wanted which was really broken because you are being chased by an angry mob which you could run around and come behind. The […]
BETA PRESENTATION PREPARATIONS
Dear Blog. This week has been more than just intense, the final week before the BETA deadline for our game development project. My group and I have constantly been working at our headquarters location to try to finish every aspect and feature of our game so far. I have myself been very busy with creating the BETA presentation that is coming up on march 6. Going back in time to my last presentation at the Alpha, I must say that […]
BETA PRESENTATION PREPARATIONS
Dear Blog. This week has been more than just intense, the final week before the BETA deadline for our game development project. My group and I have constantly been working at our headquarters location to try to finish every aspect and feature of our game so far. I have myself been very busy with creating the BETA presentation that is coming up on march 6. Going back in time to my last presentation at the Alpha, I must say that […]
Blog Post #4
HeyGuys (Twitch reference for anyone wondering),
For this week I’m going to write about one of the things I mentioned during the Alpha presentation that my team decided to work some more on, since we weren’t satisfied with the previous outcome. We were not happy with the map/level layout for the Alpha deadline. It was clear after the first playtesting that this issue brought up a lot of confusion and annoyance for our playtesters and we realized this was a critical […]
Blog Post #4
HeyGuys (Twitch reference for anyone wondering),
For this week I’m going to write about one of the things I mentioned during the Alpha presentation that my team decided to work some more on, since we weren’t satisfied with the previous outcome. We were not happy with the map/level layout for the Alpha deadline. It was clear after the first playtesting that this issue brought up a lot of confusion and annoyance for our playtesters and we realized this was a critical […]