Browsing 'Programming': Posts from Game Design and Programming
Sneaky Ninja – More items!
This week I worked on finishing the final two items for our game, as well as implementing the item selection system, so that players can choose three items to use in the level.
Grappling hook, fire cracker, smoke bomb, shuriken, four of the five items in our game.
The two items I coded are the fire cracker/distraction bomb and the camouflage item. These items where a […]
Sneaky Ninja – More items!
This week I worked on finishing the final two items for our game, as well as implementing the item selection system, so that players can choose three items to use in the level.
Grappling hook, fire cracker, smoke bomb, shuriken, four of the five items in our game.
The two items I coded are the fire cracker/distraction bomb and the camouflage item. These items where a […]
Preparing for Presentation(Week 6)
It’s really difficult to get a good structure on a presentation and that is one of the things I have been working on this week. The power point presentation for GGC is something that is looming on the horizon and I am a bit nervous about it. I have been having some problems with the structure, what to say, what is important to mention and what will sell the game.
It is difficult to know how much you should explain and […]
Preparing for Presentation(Week 6)
It’s really difficult to get a good structure on a presentation and that is one of the things I have been working on this week. The power point presentation for GGC is something that is looming on the horizon and I am a bit nervous about it. I have been having some problems with the structure, what to say, what is important to mention and what will sell the game.
It is difficult to know how much you should explain and […]
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 […]
Production Week 6: Strong stuff, High town and Attack fixes
This week more iteration of the game has been made. This blog post will go into further detail of some of the changes to the cards as well as explain problems and solutions that the cards have created.
Strong stuff and High town
[Insert Pic of stong stuff and High town]After many iterations of Strong Stuff and High Town these will be the final versions of them.
In the start both cards had a much lower cost to them, witch created a […]
Production Week 6: Strong stuff, High town and Attack fixes
This week more iteration of the game has been made. This blog post will go into further detail of some of the changes to the cards as well as explain problems and solutions that the cards have created.
Strong stuff and High town
[Insert Pic of stong stuff and High town]After many iterations of Strong Stuff and High Town these will be the final versions of them.
In the start both cards had a much lower cost to them, witch created a […]
Preparing for Presentation(Week 6)
It’s really difficult to get a good structure on a presentation and that is one of the things I have been working on this week. The power point presentation for GGC is something that is looming on the horizon and I am a bit nervous about it. I have been having some problems with the structure, what to say, what is important to mention and what will sell the game.
It is difficult to know how much you should explain and […]
Preparing for Presentation(Week 6)
It’s really difficult to get a good structure on a presentation and that is one of the things I have been working on this week. The power point presentation for GGC is something that is looming on the horizon and I am a bit nervous about it. I have been having some problems with the structure, what to say, what is important to mention and what will sell the game.
It is difficult to know how much you should explain and […]
Big Game Project – Week 6
This week we had an internal Beta deadline on Friday, so we wanted to have most of the game complete so we can focus on polishing the last weeks until Gotland Game Conference.
I worked a lot with the world map this week. First I implemented the proper progressing system through levels, and then I continued to work on the world map bonuses. The player gains them for holding an area on the map, and they are random every playthrough. I […]
Big Game Project – Week 6
This week we had an internal Beta deadline on Friday, so we wanted to have most of the game complete so we can focus on polishing the last weeks until Gotland Game Conference.
I worked a lot with the world map this week. First I implemented the proper progressing system through levels, and then I continued to work on the world map bonuses. The player gains them for holding an area on the map, and they are random every playthrough. I […]
Big Game Project – Week 6
This week we had an internal Beta deadline on Friday, so we wanted to have most of the game complete so we can focus on polishing the last weeks until Gotland Game Conference.
I worked a lot with the world map this week. First I implemented the proper progressing system through levels, and then I continued to work on the world map bonuses. The player gains them for holding an area on the map, and they are random every playthrough. I […]
Big Game Project – Week 6
This week we had an internal Beta deadline on Friday, so we wanted to have most of the game complete so we can focus on polishing the last weeks until Gotland Game Conference.
I worked a lot with the world map this week. First I implemented the proper progressing system through levels, and then I continued to work on the world map bonuses. The player gains them for holding an area on the map, and they are random every playthrough. I […]
More Networking! – Big Game Project
So this week, I got a lot of work done. I had trouble with the networking part of our game last week, but after getting some tips on how I should go about solving it, I fixed what I worked on for half a week in just one day instead. There is now a Game object called controller which has a controller script attached to it that handles all the RPCs that are sent to the other players. Instead of […]
More Networking! – Big Game Project
So this week, I got a lot of work done. I had trouble with the networking part of our game last week, but after getting some tips on how I should go about solving it, I fixed what I worked on for half a week in just one day instead. There is now a Game object called controller which has a controller script attached to it that handles all the RPCs that are sent to the other players. Instead of […]
More Networking! – Big Game Project
So this week, I got a lot of work done. I had trouble with the networking part of our game last week, but after getting some tips on how I should go about solving it, I fixed what I worked on for half a week in just one day instead. There is now a Game object called controller which has a controller script attached to it that handles all the RPCs that are sent to the other players. Instead of […]
More Networking! – Big Game Project
So this week, I got a lot of work done. I had trouble with the networking part of our game last week, but after getting some tips on how I should go about solving it, I fixed what I worked on for half a week in just one day instead. There is now a Game object called controller which has a controller script attached to it that handles all the RPCs that are sent to the other players. Instead of […]
Mechropolis: Main Menu
This week the major artifact I worked on was the main menu and options system. To give a more quality feel I believe that you must have a proper options menu by which you can tailor performance options after your system. Many indie games provides basic functionality such as window resolution and quality presets but I wanted to take that a step further and provide most customizable properties available. I’d rather give the player the option than not to.
The strength […]
Mechropolis: Main Menu
This week the major artifact I worked on was the main menu and options system. To give a more quality feel I believe that you must have a proper options menu by which you can tailor performance options after your system. Many indie games provides basic functionality such as window resolution and quality presets but I wanted to take that a step further and provide most customizable properties available. I’d rather give the player the option than not to.
The strength […]
Mechropolis: Main Menu
This week the major artifact I worked on was the main menu and options system. To give a more quality feel I believe that you must have a proper options menu by which you can tailor performance options after your system. Many indie games provides basic functionality such as window resolution and quality presets but I wanted to take that a step further and provide most customizable properties available. I’d rather give the player the option than not to. […]
Mechropolis: Main Menu
This week the major artifact I worked on was the main menu and options system. To give a more quality feel I believe that you must have a proper options menu by which you can tailor performance options after your system. Many indie games provides basic functionality such as window resolution and quality presets but I wanted to take that a step further and provide most customizable properties available. I’d rather give the player the option than not to. […]
Mechropolis: Main Menu
This week the major artifact I worked on was the main menu and options system. To give a more quality feel I believe that you must have a proper options menu by which you can tailor performance options after your system. Many indie games provides basic functionality such as window resolution and quality presets but I wanted to take that a step further and provide most customizable properties available. I’d rather give the player the option than not to. […]
Mechropolis: Main Menu
This week the major artifact I worked on was the main menu and options system. To give a more quality feel I believe that you must have a proper options menu by which you can tailor performance options after your system. Many indie games provides basic functionality such as window resolution and quality presets but I wanted to take that a step further and provide most customizable properties available. I’d rather give the player the option than not to. […]