Browsing 'Programming': Posts from Game Design and Programming
Week 6
This week i added in the new player models with animations working! This is a big step forward and makes the game look greatly better. I also added support for stationary Guards, and giving these Guards an intial look direction when they spawn. Other then that, not so much has happened. Just another week.
Week 6
This week i added in the new player models with animations working! This is a big step forward and makes the game look greatly better. I also added support for stationary Guards, and giving these Guards an intial look direction when they spawn. Other then that, not so much has happened. Just another week.
Week 6
This week i added in the new player models with animations working! This is a big step forward and makes the game look greatly better. I also added support for stationary Guards, and giving these Guards an intial look direction when they spawn. Other then that, not so much has happened. Just another week.
Week 6
This week i added in the new player models with animations working! This is a big step forward and makes the game look greatly better. I also added support for stationary Guards, and giving these Guards an intial look direction when they spawn. Other then that, not so much has happened. Just another week.
Float precision
Float precision issues is something you always know is out there, but something you rarely need to pay any thought to. As you can guess, it’s an issue we ran into. When making a build, one of our puzzles involving a rotating platform would seemingly work, but not fire the event it was suppose to at the end of it’s movement. Not firing this event essentially locked the entire puzzle as the player was not able to rotate the platform […]
Float precision
Float precision issues is something you always know is out there, but something you rarely need to pay any thought to. As you can guess, it’s an issue we ran into. When making a build, one of our puzzles involving a rotating platform would seemingly work, but not fire the event it was suppose to at the end of it’s movement. Not firing this event essentially locked the entire puzzle as the player was not able to rotate the platform […]
Float precision
Float precision issues is something you always know is out there, but something you rarely need to pay any thought to. As you can guess, it’s an issue we ran into. When making a build, one of our puzzles involving a rotating platform would seemingly work, but not fire the event it was suppose to at the end of it’s movement. Not firing this event essentially locked the entire puzzle as the player was not able to rotate the platform […]
Float precision
Float precision issues is something you always know is out there, but something you rarely need to pay any thought to. As you can guess, it’s an issue we ran into. When making a build, one of our puzzles involving a rotating platform would seemingly work, but not fire the event it was suppose to at the end of it’s movement. Not firing this event essentially locked the entire puzzle as the player was not able to rotate the platform […]
Warbreaking Point Weekly Round-up – May 10th-17th
More and more progress is being done on this game right now.
State Machine ProgressThe work on the finite state machine of the units is going forward; I have one more bug to fix on this front (and I’ve managed to narrow down the possible causes for this bug) and then this part of the units will be done. However so far there hasn’t really been much of a game and that’s another thing that I’ve been working on.
Resource System, Constructing Units and […]
Warbreaking Point Weekly Round-up – May 10th-17th
More and more progress is being done on this game right now.
State Machine ProgressThe work on the finite state machine of the units is going forward; I have one more bug to fix on this front (and I’ve managed to narrow down the possible causes for this bug) and then this part of the units will be done. However so far there hasn’t really been much of a game and that’s another thing that I’ve been working on.
Resource System, Constructing Units and […]
Into BETA! Heavy working!!!!! And a Facebook page is up!
At quality time this Tuesday we got scolded for not putting up our artwork in the game!
But me and the guys have been working a lot with graphics lately, and even I did some modeling:
siren light made in 3DS Max
Warning sign + pole, made in 3DS Max
I’m working on the menu screen, our input is almost finished, ill try to post some pictures tomorrow. And I’ve got an in-game footage here:
The level is still under construction but […]
Into BETA! Heavy working!!!!! And a Facebook page is up!
At quality time this Tuesday we got scolded for not putting up our artwork in the game!
But me and the guys have been working a lot with graphics lately, and even I did some modeling:
siren light made in 3DS Max
Warning sign + pole, made in 3DS Max
I’m working on the menu screen, our input is almost finished, ill try to post some pictures tomorrow. And I’ve got an in-game footage here:
The level is still under construction but […]
Week 6 ERA Daniel Svensson
I would love to forget this week ever happened because this is officially the week of horror.
That might be a bit of an overstatement but this production has been plagued by technical difficulties and other wonderful hazards. What fascinates me more than anything was that it all happened during a single week, let me tell you about it.
The biggest issue by far that we faced was that our lead graphical artist had his computer […]
Week 6 ERA Daniel Svensson
I would love to forget this week ever happened because this is officially the week of horror.
That might be a bit of an overstatement but this production has been plagued by technical difficulties and other wonderful hazards. What fascinates me more than anything was that it all happened during a single week, let me tell you about it.
The biggest issue by far that we faced was that our lead graphical artist had his computer […]
Temple of Light (5-11 May)
I started the last week by sketching a new version of the wind level. The reason for this was that rather than having “randomly” placed pillars around a big room which all looked the same I wanted to give the player some diversity while playing the map. In the new level the player now has the possibility to explore even more as they now have the possibility to walk through different pillars. Also, the new level has received a total […]
Temple of Light (5-11 May)
I started the last week by sketching a new version of the wind level. The reason for this was that rather than having “randomly” placed pillars around a big room which all looked the same I wanted to give the player some diversity while playing the map. In the new level the player now has the possibility to explore even more as they now have the possibility to walk through different pillars. Also, the new level has received a total […]
Temple of Light (5-11 May)
I started the last week by sketching a new version of the wind level. The reason for this was that rather than having “randomly” placed pillars around a big room which all looked the same I wanted to give the player some diversity while playing the map. In the new level the player now has the possibility to explore even more as they now have the possibility to walk through different pillars. Also, the new level has received a total […]
Temple of Light (5-11 May)
I started the last week by sketching a new version of the wind level. The reason for this was that rather than having “randomly” placed pillars around a big room which all looked the same I wanted to give the player some diversity while playing the map. In the new level the player now has the possibility to explore even more as they now have the possibility to walk through different pillars. Also, the new level has received a total […]
ERA – Week 6 of Production
This week I have worked mainly on the fog of war and the minimap. It has been a pretty tricky process to get it all to fit together.
For the fog of war setup we have worked with an external tool from the unity app-store. This has made it possible for us to get the fog working decently quite fast, but it makes it harder to make adjustments and establish connections to for example the minimap.
The first thing I did this […]
ERA – Week 6 of Production
This week I have worked mainly on the fog of war and the minimap. It has been a pretty tricky process to get it all to fit together.
For the fog of war setup we have worked with an external tool from the unity app-store. This has made it possible for us to get the fog working decently quite fast, but it makes it harder to make adjustments and establish connections to for example the minimap.
The first thing I did this […]
ERA – Week 6 of Production
This week I have worked mainly on the fog of war and the minimap. It has been a pretty tricky process to get it all to fit together.
For the fog of war setup we have worked with an external tool from the unity app-store. This has made it possible for us to get the fog working decently quite fast, but it makes it harder to make adjustments and establish connections to for example the minimap.
The first thing I did this […]
ERA – Week 6 of Production
This week I have worked mainly on the fog of war and the minimap. It has been a pretty tricky process to get it all to fit together.
For the fog of war setup we have worked with an external tool from the unity app-store. This has made it possible for us to get the fog working decently quite fast, but it makes it harder to make adjustments and establish connections to for example the minimap.
The first thing I did this […]
Fifth Week!
Not long until GGC now! It dosen’t feel that only five weeks have passed since we started, but i guess in such a short course there bound to be some of these changes.
The game is taking shape more and more by the minute. The two last items are in: Camouflage, which hides the player if he stays still for a long period and distraction bomb, which draws guards attention away from whatever they are guarding. The model for the guard […]
Fifth Week!
Not long until GGC now! It dosen’t feel that only five weeks have passed since we started, but i guess in such a short course there bound to be some of these changes.
The game is taking shape more and more by the minute. The two last items are in: Camouflage, which hides the player if he stays still for a long period and distraction bomb, which draws guards attention away from whatever they are guarding. The model for the guard […]