Browsing 'Programming': Posts from Game Design and Programming
Oskar Karlsson Game dev – Health Bar code
I am Oskar Karlsson the lead programmer for the Archon group and we are working on the game Aetherial. For this week I have worked on the GUI code. The GUI includes health bar and a Aether bar. And during this sprint our groups prime goal was to get the beta requirements done and a simple GUI was one thing that was needed.
The GUI code for the health of the player is needed in this game because the Concept document […]
Oskar Karlsson Game dev – Health Bar code
I am Oskar Karlsson the lead programmer for the Archon group and we are working on the game Aetherial. For this week I have worked on the GUI code. The GUI includes health bar and a Aether bar. And during this sprint our groups prime goal was to get the beta requirements done and a simple GUI was one thing that was needed.
The GUI code for the health of the player is needed in this game because the Concept document […]
Enemy Spawn Controller
This week I worked on making an enemy spawn controller object which allows me to implement the different levels we want to have in our game, the levels being waves of enemies varying in size and in the types of enemies that spawn. Using this object I can spawn as many of each type of enemy as I want at different locations on the screen, but for the purpose of our game I only needed to make them spawn from the […]
Enemy Spawn Controller
This week I worked on making an enemy spawn controller object which allows me to implement the different levels we want to have in our game, the levels being waves of enemies varying in size and in the types of enemies that spawn. Using this object I can spawn as many of each type of enemy as I want at different locations on the screen, but for the purpose of our game I only needed to make them spawn from the […]
Enemy Waves Spawner
I’m going to talk something about how I created an enemy waves spawner. Before this, there were only two types of enemies come out from the left screen in our game, and the enemies just keep doing this forever. In a traditional “shoot ’em’ up” game, enemies always come out with different waves, for example, there is only one enemy in the first wave, then two enemies in the second wave, then maybe five enemies, and so on.
In order to […]
Enemy Waves Spawner
I’m going to talk something about how I created an enemy waves spawner. Before this, there were only two types of enemies come out from the left screen in our game, and the enemies just keep doing this forever. In a traditional “shoot ’em’ up” game, enemies always come out with different waves, for example, there is only one enemy in the first wave, then two enemies in the second wave, then maybe five enemies, and so on.
In order to […]
Level generator
For the level pattern in unity 2D games, i could generate all enemies before hand the moment the game started. However it requires lots of memory and becomes really hard to manage, even slows down your game if the level is too long. So we should generate each GameObject dynamically, it becomes easy to manage and change.
There are plenty of tutorials online of how to design a powerful level generator with all-rounded functions. What i did in the Aetherial project […]
Level generator
For the level pattern in unity 2D games, i could generate all enemies before hand the moment the game started. However it requires lots of memory and becomes really hard to manage, even slows down your game if the level is too long. So we should generate each GameObject dynamically, it becomes easy to manage and change.
There are plenty of tutorials online of how to design a powerful level generator with all-rounded functions. What i did in the Aetherial project […]
Game Design 2: Blogpost #2, Enemy AI
For this blog I will be writing about the different AI in our game Behemoth. I am Jonathan Berggren the lead (and only) programmer of Group Siren.
In the concept document for the Behemoth game three types of enemies are described, we decided to use the exact same enemy types, although changing the way they look to fit the different artstyle we decided to have for the game. These enemies are:
The Shooter
The Kamikaze
The Spawner (that we chose to call The Carrier […]
Game Design 2: Blogpost #2, Enemy AI
For this blog I will be writing about the different AI in our game Behemoth. I am Jonathan Berggren the lead (and only) programmer of Group Siren.
In the concept document for the Behemoth game three types of enemies are described, we decided to use the exact same enemy types, although changing the way they look to fit the different artstyle we decided to have for the game. These enemies are:
The Shooter
The Kamikaze
The Spawner (that we chose to call The Carrier […]
Cannot Kill the Battery!
This week I’ve been working on a “battery”-mechanic for our group’s (Bugbear!) game “Umibōzu”. Until now, the player has been able to use the floodlights at will, which unbalances the game by making it possible to “spam” the floodlight, rendering powerups and other mechanics trivial. This is also a problem because it contradicts our aesthetic goal of “mystery”. To rectify, we decided that it is time to implement a “battery”-mechanic which shows a meter or similar, giving visual feedback, so […]
Cannot Kill the Battery!
This week I’ve been working on a “battery”-mechanic for our group’s (Bugbear!) game “Umibōzu”. Until now, the player has been able to use the floodlights at will, which unbalances the game by making it possible to “spam” the floodlight, rendering powerups and other mechanics trivial. This is also a problem because it contradicts our aesthetic goal of “mystery”. To rectify, we decided that it is time to implement a “battery”-mechanic which shows a meter or similar, giving visual feedback, so […]
You may kiss the bride
This game was created by Team Hastur for the Shoot ‘em’ Up course at Uppsala University (2018).
Side note: There’s currently an issue with the opening cutscene not loading in the WebGL build. Because of this the game will just be black for a while after pressing start. I plan on fixing this as soon as I have the time. I will also be providing a download link as soon as I have decided on a hosting option.
You may kiss the bride
This game was created by Team Hastur for the Shoot ‘em’ Up course at Uppsala University (2018).
Side note: There’s currently an issue with the opening cutscene not loading in the WebGL build. Because of this the game will just be black for a while after pressing start. I plan on fixing this as soon as I have the time. I will also be providing a download link as soon as I have decided on a hosting option.
Simplest Health Bar UI
Today, I will be discussing how to create a simple and easy Health bar UI system. This health bar can be used by any Game Object so long as there is a script attached to that object. Firstly, you want to make sure that you have a Game Object, for example Player, already in your… Continue reading Simplest Health Bar UI
Simplest Health Bar UI
Today, I will be discussing how to create a simple and easy Health bar UI system. This health bar can be used by any Game Object so long as there is a script attached to that object. Firstly, you want to make sure that you have a Game Object, for example Player, already in your… Continue reading Simplest Health Bar UI
Unity Collaborate problems
So this week we’ve had quite some problems using Unity Collaborate. Samuel, our other programmer in our team has done a lot of work during last week, and when I’m trying to get the changes a lot of issues arises.
Unity Collaborate is a tool used by teams to sync and maintain a project within the group. When working correctly that means that several team members can work on the same project and then upload their changes so that everyone in […]
Unity Collaborate problems
So this week we’ve had quite some problems using Unity Collaborate. Samuel, our other programmer in our team has done a lot of work during last week, and when I’m trying to get the changes a lot of issues arises.
Unity Collaborate is a tool used by teams to sync and maintain a project within the group. When working correctly that means that several team members can work on the same project and then upload their changes so that everyone in […]
GITting gud: The basics
Sigmund Freud once said “Dogs love their friends and bite their enemies, quite unlike people, who are incapable of pure love and always have to mix love and hate.”
Now, I’m no expert in psychiatry. Nor do I claim to be. But when it comes to my relationship with version control I would definitely say that this is true. However, after having worked with it quite a bit I would say that the benefits outweigh the risks.
GITting gud: The basics
Sigmund Freud once said “Dogs love their friends and bite their enemies, quite unlike people, who are incapable of pure love and always have to mix love and hate.”
Now, I’m no expert in psychiatry. Nor do I claim to be. But when it comes to my relationship with version control I would definitely say that this is true. However, after having worked with it quite a bit I would say that the benefits outweigh the risks.
Feedback 1
Hey Rasa,
Nice work on the article 😀 This seems like a great way to add some spice to the movement pattern of your enemies. I did have some questions though. First off, you mentioned that the enemies take the player’s position into account when following the pattern. How does this work with player movement? Do they recalculate the path continuously or is it set on spawn? And if they do recalculate, I’d love an insight into what happens if the […]
Feedback 1
Hey Rasa,
Nice work on the article 😀 This seems like a great way to add some spice to the movement pattern of your enemies. I did have some questions though. First off, you mentioned that the enemies take the player’s position into account when following the pattern. How does this work with player movement? Do they recalculate the path continuously or is it set on spawn? And if they do recalculate, I’d love an insight into what happens if the […]
Det är för oss solen går upp
Jag sov riktigt dåligt i natt och låg vaken och stirrade upp i taket i timmar samtidigt som Max sov djupt bredvid mig. Tur att jag har honom, hans lugna andetag och hjärtslag är så lugnande och fina att lyssna på. Jag kan inte fatta att vi har varit tillsammans i nästan åtta månader nu. Min älskade Max, om du läser det här så är jag så tacksam över att jag har dig.
Det är för oss solen går upp
Jag sov riktigt dåligt i natt och låg vaken och stirrade upp i taket i timmar samtidigt som Max sov djupt bredvid mig. Tur att jag har honom, hans lugna andetag och hjärtslag är så lugnande och fina att lyssna på. Jag kan inte fatta att vi har varit tillsammans i nästan åtta månader nu. Min älskade Max, om du läser det här så är jag så tacksam över att jag har dig.