Browsing 'Game Design': Posts from either of the Game Design programs
Week 5
This week I’m going to analyze the construction of the game space and the various iterations that lead to what is hopefully the final product for the beta. The biggest obstacle with the design is the faked perspective. Since the game is actually a strictly top down viewed scenario, the walls of the buildings should just be a vertical ledge! However that would convey much less information about the surrounding than if I bend the local laws of physics for […]
Week 5
This week I’m going to analyze the construction of the game space and the various iterations that lead to what is hopefully the final product for the beta. The biggest obstacle with the design is the faked perspective. Since the game is actually a strictly top down viewed scenario, the walls of the buildings should just be a vertical ledge! However that would convey much less information about the surrounding than if I bend the local laws of physics for […]
Bathroom Sprites
Right! So this week I started working on some environmental sprites. What we have to the left is a urinal, in the middle there’s a sink and to the right is a toilet. The reason why I needed to start working on bathroom sprites was because the area where the player is supposed to start in, happens to be a bathroom. This bathroom is going to act as the introduction to the game for the player […]
Bathroom Sprites
Right! So this week I started working on some environmental sprites. What we have to the left is a urinal, in the middle there’s a sink and to the right is a toilet. The reason why I needed to start working on bathroom sprites was because the area where the player is supposed to start in, happens to be a bathroom. This bathroom is going to act as the introduction to the game for the player […]
Bathroom Sprites
Right! So this week I started working on some environmental sprites. What we have to the left is a urinal, in the middle there’s a sink and to the right is a toilet. The reason why I needed to start working on bathroom sprites was because the area where the player is supposed to start in, happens to be a bathroom. This bathroom is going to act as the introduction to the game for the player […]
Bathroom Sprites
Right! So this week I started working on some environmental sprites. What we have to the left is a urinal, in the middle there’s a sink and to the right is a toilet. The reason why I needed to start working on bathroom sprites was because the area where the player is supposed to start in, happens to be a bathroom. This bathroom is going to act as the introduction to the game for the player […]
AI for Enemies
So the other week I wrote about pathfinding. After a consultation with our mentor we decided to add some other ai first and if we have the time, implement pathfinding later.
So this week I have been writing code for the enemies’ ai-states. Our two different enemies will have different states when I’m done, but for now they will have the same just so we have something for the alpha. The one to the left is the ranged enemy and […]
AI for Enemies
So the other week I wrote about pathfinding. After a consultation with our mentor we decided to add some other ai first and if we have the time, implement pathfinding later.
So this week I have been writing code for the enemies’ ai-states. Our two different enemies will have different states when I’m done, but for now they will have the same just so we have something for the alpha. The one to the left is the ranged enemy and […]
Project Haunted Light 14-02-20
Another week has passed, and it feels like the time is flying by. Our group have been working dedicatedly for the presentation tomorrow. It feels like it was just yesterday that we sat down and looked through the design documents for Bloody Badgers, realizing that we had a lot of tweaking to do. This week I’m focusing on animating the smaller critters that are to roam the corridors of the basement. The critters don’t hurt the player, but will slow […]
Project Haunted Light 14-02-20
Another week has passed, and it feels like the time is flying by. Our group have been working dedicatedly for the presentation tomorrow. It feels like it was just yesterday that we sat down and looked through the design documents for Bloody Badgers, realizing that we had a lot of tweaking to do. This week I’m focusing on animating the smaller critters that are to roam the corridors of the basement. The critters don’t hurt the player, but will slow […]
Project Haunted Light 14-02-20
Another week has passed, and it feels like the time is flying by. Our group have been working dedicatedly for the presentation tomorrow. It feels like it was just yesterday that we sat down and looked through the design documents for Bloody Badgers, realizing that we had a lot of tweaking to do. This week I’m focusing on animating the smaller critters that are to roam the corridors of the basement. The critters don’t hurt the player, but will slow […]
Project Haunted Light 14-02-20
Another week has passed, and it feels like the time is flying by. Our group have been working dedicatedly for the presentation tomorrow. It feels like it was just yesterday that we sat down and looked through the design documents for Bloody Badgers, realizing that we had a lot of tweaking to do. This week I’m focusing on animating the smaller critters that are to roam the corridors of the basement. The critters don’t hurt the player, but will slow […]
Haunted Light 2014-02-20 SoundManager
This week I have been working on the sound manager for our game, I started of trying to translate the sound manager we had been using in SDL. I almost immediately changed my mind about the translation because of a quick google search.
SFML Handles sounds and music a bit differently than SDL. Instead of loading in entire files and then playing them, SFML handles sounds and music almost as it handles sprites. This however makes the program take an extra step […]
Haunted Light 2014-02-20 SoundManager
This week I have been working on the sound manager for our game, I started of trying to translate the sound manager we had been using in SDL. I almost immediately changed my mind about the translation because of a quick google search.
SFML Handles sounds and music a bit differently than SDL. Instead of loading in entire files and then playing them, SFML handles sounds and music almost as it handles sprites. This however makes the program take an extra step […]
Completing the GDD
In this 2nd post I will write about the final game design document, and the difference between the first one and the second one I wrote about in the previous post. Note that both are in english. Why I didn’t wrote (or write) anything in swedish when I have the choice to is because I can reach to more people if it is in english. Since working in the gaming industry can have international people as well, it might as […]
Completing the GDD
In this 2nd post I will write about the final game design document, and the difference between the first one and the second one I wrote about in the previous post. Note that both are in english. Why I didn’t wrote (or write) anything in swedish when I have the choice to is because I can reach to more people if it is in english. Since working in the gaming industry can have international people as well, it might as […]
Weekly Blog Post
For this week’s blog assignment I thought I would tell you about the idle animation I created.
We decided that we wanted to have an idle animation before the Alpha-presentation tomorrow as it would look better than having her moving all the time. Before starting I thought it would probably be really easy compared to the animations I have previously created but I had a really hard time getting started. I found that it is easier to move arms and […]
Weekly Blog Post
For this week’s blog assignment I thought I would tell you about the idle animation I created.
We decided that we wanted to have an idle animation before the Alpha-presentation tomorrow as it would look better than having her moving all the time. Before starting I thought it would probably be really easy compared to the animations I have previously created but I had a really hard time getting started. I found that it is easier to move arms and […]
The Spy.
In our game you play as a spy. This spy infiltrates the company to obtain the company’s data. The data contains plans and blueprints for technology that is much more superior to the rest of the worlds. The spy is like a modern Robin Hood in the setting of the 1940s with more technology. The spy steal data from the superior company’s and give the data to less superior companies that make the technology accessible for the common man.
To succeed […]
The Spy.
In our game you play as a spy. This spy infiltrates the company to obtain the company’s data. The data contains plans and blueprints for technology that is much more superior to the rest of the worlds. The spy is like a modern Robin Hood in the setting of the 1940s with more technology. The spy steal data from the superior company’s and give the data to less superior companies that make the technology accessible for the common man.
To succeed […]
The project moves onward toward alpha
So, lately I have been working on the powerup code. It’s been quite interesting and has given me some insight in the workings of the code written by our more dedicated programmer, mostly because I copied his code to make it work in our game.
First I wrote a simple powerup class under the interactive object class(the interactive object class is basically everything that the player can interact with) holding the functions the different powerups might have in common, after that […]
The project moves onward toward alpha
So, lately I have been working on the powerup code. It’s been quite interesting and has given me some insight in the workings of the code written by our more dedicated programmer, mostly because I copied his code to make it work in our game.
First I wrote a simple powerup class under the interactive object class(the interactive object class is basically everything that the player can interact with) holding the functions the different powerups might have in common, after that […]
The project moves onward toward alpha
So, lately I have been working on the powerup code. It’s been quite interesting and has given me some insight in the workings of the code written by our more dedicated programmer, mostly because I copied his code to make it work in our game.
First I wrote a simple powerup class under the interactive object class(the interactive object class is basically everything that the player can interact with) holding the functions the different powerups might have in common, after that […]
The project moves onward toward alpha
So, lately I have been working on the powerup code. It’s been quite interesting and has given me some insight in the workings of the code written by our more dedicated programmer, mostly because I copied his code to make it work in our game.
First I wrote a simple powerup class under the interactive object class(the interactive object class is basically everything that the player can interact with) holding the functions the different powerups might have in common, after that […]