Browsing 'Programming': Posts from Game Design and Programming
Comment : blog post assignment 1
Hey, good post!
I felt like everything was clearly described, of course I’m no project manager so stuff like the moscow method is alien to me, but I’m sure that to a PM it would be fine. You talked in great length about your motivations, which I understood perfectly. As a member of a team, I indeed want documents which are as clear as possible, and small stuff like visual representation seems trivial, but is crucial.
I only wish you would’ve provided […]
Comment : blog post assignment 1
Hey, good post!
I felt like everything was clearly described, of course I’m no project manager so stuff like the moscow method is alien to me, but I’m sure that to a PM it would be fine. You talked in great length about your motivations, which I understood perfectly. As a member of a team, I indeed want documents which are as clear as possible, and small stuff like visual representation seems trivial, but is crucial.
I only wish you would’ve provided […]
Coroutines and code Hygiene
Context
As we approached the end of development I’m starting to script events into the game, most notably we needed the game to display text on the screen for narrative and informative purposes.
Displaying text, by itself, is trivial. Displaying text while not interrupting gameplay is not especially difficult. I did not however knew of a method to do it that would neither turn my code into a jumbled mess of nested if statement or use a bunch of fiddly prefabs in […]
Coroutines and code Hygiene
Context
As we approached the end of development I’m starting to script events into the game, most notably we needed the game to display text on the screen for narrative and informative purposes.
Displaying text, by itself, is trivial. Displaying text while not interrupting gameplay is not especially difficult. I did not however knew of a method to do it that would neither turn my code into a jumbled mess of nested if statement or use a bunch of fiddly prefabs in […]
Blog 4 comment
Link to designated blog:
https://ouroboroshamtaro.wordpress.com/2018/03/01/boaty-intelligence/
My comment:
The blog was really enjoyable to read, your writing style complemented the context really well in my opinion and makes me want to go read your previous entries. You do a good job at explaining what you worked on and the reason you made these design decisions referring back to the original concept document.
The technical explanation was also well put, it gave me a clear idea of what you did and how you did […]
Blog 4 comment
Link to designated blog:
https://ouroboroshamtaro.wordpress.com/2018/03/01/boaty-intelligence/
My comment:
The blog was really enjoyable to read, your writing style complemented the context really well in my opinion and makes me want to go read your previous entries. You do a good job at explaining what you worked on and the reason you made these design decisions referring back to the original concept document.
The technical explanation was also well put, it gave me a clear idea of what you did and how you did […]
A* Pathfinding/Flocking
These two projects was parts of a course in behavioral AI programming at Uppsala University. The projects where created using the Unity Engine with the help of C#.
Flocking
This assignment was intended to challenge me to create my first AI behavior. There was to be entities that acted and reacted on each other based on their wants and needs. What i have created is a circle of life with three different entities. Grass that grows with time, sheep that eat the […]
A* Pathfinding/Flocking
These two projects was parts of a course in behavioral AI programming at Uppsala University. The projects where created using the Unity Engine with the help of C#.
Flocking
This assignment was intended to challenge me to create my first AI behavior. There was to be entities that acted and reacted on each other based on their wants and needs. What i have created is a circle of life with three different entities. Grass that grows with time, sheep that eat the […]
Play testing the mystery
During development we’ve had two play testing sessions.
The first one was in a quite early stage of development, which meant we were mostly focusing on basic game mechanics. During this play test we only had basic movement, shooting and random spawned enemies, which limited the feedback we were able to receive. The feedback was mostly related to the looks of the game, with the flashlight, the mist and the vibe is set.
The second play test was between the alpha and […]
Play testing the mystery
During development we’ve had two play testing sessions.
The first one was in a quite early stage of development, which meant we were mostly focusing on basic game mechanics. During this play test we only had basic movement, shooting and random spawned enemies, which limited the feedback we were able to receive. The feedback was mostly related to the looks of the game, with the flashlight, the mist and the vibe is set.
The second play test was between the alpha and […]
Designing a Boss
This week (or last depending on how you look at it) has been mostly about getting the boss designed and scripted.
Our aesthetic goal for Umibozu is mystery, and in our boss fight is more a “run away from the boss” than actually fighting it.
So the layout is as follows:
The player goes out from the harbor in search for a missing person who allegedly was going into the mysterious waters where Umibozu is rumored to roam. After sailing through the mist […]
Designing a Boss
This week (or last depending on how you look at it) has been mostly about getting the boss designed and scripted.
Our aesthetic goal for Umibozu is mystery, and in our boss fight is more a “run away from the boss” than actually fighting it.
So the layout is as follows:
The player goes out from the harbor in search for a missing person who allegedly was going into the mysterious waters where Umibozu is rumored to roam. After sailing through the mist […]
Generating sounds using…noise!
What I’ve been doing
This week I’ve spent most of my time experimenting with noise in preparation for making the Umibōzu sounds. My idea for the Umibōzu sounds right now is to make them very windy and make the synth form vocals so it actually sounds like someone is speaking even though it’s just a synth. Synth vocals can create a pretty unsettling sound in my opinion which is why I think it fits perfect for Umibōzu.
The synthesizer I’ve decided to […]
Generating sounds using…noise!
What I’ve been doing
This week I’ve spent most of my time experimenting with noise in preparation for making the Umibōzu sounds. My idea for the Umibōzu sounds right now is to make them very windy and make the synth form vocals so it actually sounds like someone is speaking even though it’s just a synth. Synth vocals can create a pretty unsettling sound in my opinion which is why I think it fits perfect for Umibōzu.
The synthesizer I’ve decided to […]
Comment : blog post assignment 4
Hey Adam, good post!
Movement was also a big part of Depth, my game. I had to revamp it a lot as well, since it always felt a bit “off”. I think there’s a balance to be had between gameplay and realism : the more realistic the better as long as it doesn’t destroy gameplay, since we want the player to be immersed while also having fun. Umibozu’s movement is a big challenge, since, as you’ve said it’s a huge part […]
Comment : blog post assignment 4
Hey Adam, good post!
Movement was also a big part of Depth, my game. I had to revamp it a lot as well, since it always felt a bit “off”. I think there’s a balance to be had between gameplay and realism : the more realistic the better as long as it doesn’t destroy gameplay, since we want the player to be immersed while also having fun. Umibozu’s movement is a big challenge, since, as you’ve said it’s a huge part […]
Boss design
This week I will be writing about the design of the boss in our game and how we can make a large boss that moves in an interesting way while still being easy to draw.
We wanted the boss to be huge, to stay true to the game concept. But trying to make the boss as one big sprite would make it tedious for the artists to draw and animate. That’s when i got some inspiration from one of the bosses of […]
Boss design
This week I will be writing about the design of the boss in our game and how we can make a large boss that moves in an interesting way while still being easy to draw.
We wanted the boss to be huge, to stay true to the game concept. But trying to make the boss as one big sprite would make it tedious for the artists to draw and animate. That’s when i got some inspiration from one of the bosses of […]
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 […]
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 […]
5SD064 – Blog Post 4 : Dying
Death is a big part of “Depth”. When you die, and you can only die from getting eaten by the monster chasing you, you have the choice between returning to the main menu or restarting the game at the last checkpoint.
Restarting the game means that every enemy and power-up has to be removed from the scene, every enemy and power-up spawner has to be reinitialized, the player has to be teleported back to the last checkpoint (which, in “Depth”, […]
5SD064 – Blog Post 4 : Dying
Death is a big part of “Depth”. When you die, and you can only die from getting eaten by the monster chasing you, you have the choice between returning to the main menu or restarting the game at the last checkpoint.
Restarting the game means that every enemy and power-up has to be removed from the scene, every enemy and power-up spawner has to be reinitialized, the player has to be teleported back to the last checkpoint (which, in “Depth”, […]
More Bees, Less Bugs
Even though we are creating a game about bees, wasps and beetles, I only want bugs to appear on screen and not in my code. Unfortunately, fixing bugs is a major part of your work as a programmer and can get extremely frustrating when you can not seem to find out what is wrong.Especially after the last playtesting session there were a lot of things that needed to be fixed. For some reason, our main character or his companions occasionally […]
More Bees, Less Bugs
Even though we are creating a game about bees, wasps and beetles, I only want bugs to appear on screen and not in my code. Unfortunately, fixing bugs is a major part of your work as a programmer and can get extremely frustrating when you can not seem to find out what is wrong.Especially after the last playtesting session there were a lot of things that needed to be fixed. For some reason, our main character or his companions occasionally […]