Browsing 'Programming': Posts from Game Design and Programming

Enemy spawners and Prefabs

Today’s post will be about the way we handle spawning enemies in Aetherial and how this system can be used to tweak and balance the game.
The camera is static in the scene and the parallax effect of the background gives the illusion of movement. By having the scene be static it becomes easier to control and design the movement of the enemies and player, since we don’t have to account for any camera movement.
Then we have a game object called […]

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Program: Programming

Enemy spawners and Prefabs

Today’s post will be about the way we handle spawning enemies in Aetherial and how this system can be used to tweak and balance the game.
The camera is static in the scene and the parallax effect of the background gives the illusion of movement. By having the scene be static it becomes easier to control and design the movement of the enemies and player, since we don’t have to account for any camera movement.
Then we have a game object called […]

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Program: Programming

The importance of playtesting

Testing game play in the Unity editor

Recently I realized how important it is to play test your game. I always thought of play testing as a thing a developer has to do every once in a while, but did not take play testing and all of its facets too serious. However, a play testing session that we had at university on Monday proved me wrong.
I didn’t expect  a lot from the play testing. We prepared a […]

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Program: Programming

The importance of playtesting

Testing game play in the Unity editor

Recently I realized how important it is to play test your game. I always thought of play testing as a thing a developer has to do every once in a while, but did not take play testing and all of its facets too serious. However, a play testing session that we had at university on Monday proved me wrong.
I didn’t expect  a lot from the play testing. We prepared a […]

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Program: Programming

Week #2 – Alpha

Compared to my first week I implemented a ton more & learnt twice that.
Player Ship, Health & Aether Bar, and one of our two Enemies
Week #2 – My Activities and Progress
What did I do last Week? 
Last week I created the Player scene as well as the ability to shoot harpoons from the cannon located on the ship,
What have I done this week? 
This week I created two enemies, Player Function Teleport, Updated the Movement of of the Player Ship. Another thing […]

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Program: Programming

Week #2 – Alpha

Compared to my first week I implemented a ton more & learnt twice that.
Player Ship, Health & Aether Bar, and one of our two Enemies
Week #2 – My Activities and Progress
What did I do last Week? 
Last week I created the Player scene as well as the ability to shoot harpoons from the cannon located on the ship,
What have I done this week? 
This week I created two enemies, Player Function Teleport, Updated the Movement of of the Player Ship. Another thing […]

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Program: Programming

A scrolling sprite in unity

The powerup in the game summons a thick cloud that covers the entire screen. When this happens any enemy that is caught in the cloud loses track of the player and instead flies around randomly (technically it follows randomly moving ghost objects using its regular ai). This cloud is represented by a large sprite that moves in from the right along with the normal clouds, to represent movement in a rightward direction. Once arrived, the cloud must continue showing this […]

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Program: Programming

A scrolling sprite in unity

The powerup in the game summons a thick cloud that covers the entire screen. When this happens any enemy that is caught in the cloud loses track of the player and instead flies around randomly (technically it follows randomly moving ghost objects using its regular ai). This cloud is represented by a large sprite that moves in from the right along with the normal clouds, to represent movement in a rightward direction. Once arrived, the cloud must continue showing this […]

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Program: Programming

Same Button, Different Features

For our Alpha presentation, which is a presentation where we present to our fellow video game students and teachers the basic features of our upcoming video game, as well as the feature and movements of our player, obstacles, basic UI and potential power-ups, we needed to ensure that our main character was functioning in the same way described as a the concept document that was provided to us.
For our video game called Behemoth, which is a side-scrolling Shoot’em up game, […]

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Program: Programming

Same Button, Different Features

For our Alpha presentation, which is a presentation where we present to our fellow video game students and teachers the basic features of our upcoming video game, as well as the feature and movements of our player, obstacles, basic UI and potential power-ups, we needed to ensure that our main character was functioning in the same way described as a the concept document that was provided to us.
For our video game called Behemoth, which is a side-scrolling Shoot’em up game, […]

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Program: Programming

15-02-2018

Hello reader(s)! Let me start by telling you a short story about a boy who decided to work on a programming project together with some of his friends. They opted to use the Unity engine and creation tool, along with its handy feature called simply ”Collaborations”. What he thought would be a nice and stress-free learning experience soon turned into a nightmare…
Yea, I guess you already know where I’m heading with this, so I’ll cut to the chase: today’s blog post […]

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Program: Programming

15-02-2018

Hello reader(s)! Let me start by telling you a short story about a boy who decided to work on a programming project together with some of his friends. They opted to use the Unity engine and creation tool, along with its handy feature called simply ”Collaborations”. What he thought would be a nice and stress-free learning experience soon turned into a nightmare…
Yea, I guess you already know where I’m heading with this, so I’ll cut to the chase: today’s blog post […]

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Program: Programming

Shield activation

Hello reader
The artifact that i will be writing about this week is the shield activation. it’s one of the core thing we have in the game and it’s one script that activates one of four shields when the player gives the right input.
the script work by being on a empty gameobject that has all the shield gameobjects as children and then accesses the sprite renderer and collider on the each of the children. The Script when the game is running […]

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Program: Programming

Shield activation

Hello reader
The artifact that i will be writing about this week is the shield activation. it’s one of the core thing we have in the game and it’s one script that activates one of four shields when the player gives the right input.
the script work by being on a empty gameobject that has all the shield gameobjects as children and then accesses the sprite renderer and collider on the each of the children. The Script when the game is running […]

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Program: Programming

Enemy and obstacle spawning!

After creating the soundtracks I decided to create a script for spawning enemies. I chose to use C# because I have more experience with that compared to Javascript.
My approach was to create an empty game object which holds the script called “SpawnController” as a component. This will game object will be placed in the game scene since that is where the enemies will be spawned.
What the script does is spawn a random entity after a certain timeThreshold somewhere between minSpawnDuration and […]

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Program: Programming

Enemy and obstacle spawning!

After creating the soundtracks I decided to create a script for spawning enemies. I chose to use C# because I have more experience with that compared to Javascript.
My approach was to create an empty game object which holds the script called “SpawnController” as a component. This will game object will be placed in the game scene since that is where the enemies will be spawned.
What the script does is spawn a random entity after a certain timeThreshold somewhere between minSpawnDuration 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

Flight of the Bees

Hello again!
Fredrik here again and this week I have mostly worked on how to make the movement in our game feel better. This is because, based on the feedback we got from the alpha testing, we decided during a sprint planning meeting that the current movement we had was very lackluster. From the testers we had some people saying that our player could have been anything else and it would still have made as much sense as a bee from […]

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Program: Programming

Flight of the Bees

Hello again!
Fredrik here again and this week I have mostly worked on how to make the movement in our game feel better. This is because, based on the feedback we got from the alpha testing, we decided during a sprint planning meeting that the current movement we had was very lackluster. From the testers we had some people saying that our player could have been anything else and it would still have made as much sense as a bee from […]

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Program: Programming

Lighting in Umibozu

Context
The game concept my team and I are developing features a cone of light that reveals elements of the game world as its core mechanic. In the original concept the cone originates from the player’s avatar and and rotate automatically and the player can toggle this spot light on and off. In addition a halo of light surrounds the player, extending over a shorter distance than the light cone. Having the light cone on also depletes the player ship’s battery, […]

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Program: Programming

Lighting in Umibozu

Context
The game concept my team and I are developing features a cone of light that reveals elements of the game world as its core mechanic. In the original concept the cone originates from the player’s avatar and and rotate automatically and the player can toggle this spot light on and off. In addition a halo of light surrounds the player, extending over a shorter distance than the light cone. Having the light cone on also depletes the player ship’s battery, […]

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Program: Programming