Browsing 'Programming': Posts from Game Design and Programming
Week #1 – Making the Player
Who Am I?
Hello! I am Marcus Ford, a 1st year student studying Game Design & Programming at Uppsala University Campus Gotland. I was Born in England, but I spent the first half of my life in Sweden and the second half in the United States, only to come back to Sweden to study partially because of the education (but mostly because of the free tuition).
Why Am I Here?
I have wanted to be a game designer for as long as I […]
Week #1 – Making the Player
Who Am I?
Hello! I am Marcus Ford, a 1st year student studying Game Design & Programming at Uppsala University Campus Gotland. I was Born in England, but I spent the first half of my life in Sweden and the second half in the United States, only to come back to Sweden to study partially because of the education (but mostly because of the free tuition).
Why Am I Here?
I have wanted to be a game designer for as long as I […]
First Post: Perspective
My team and I are making a “shoot’em up” game in unity. I am writing this blog to try and talk about some of the issues we come across while developing the game. In our game, right now called Umibōzu, the player takes control of a fisherman out fishing in the ocean when a mysterious mist envelops the ship and weird creatures and other things start to appear. The player is tasked with escaping from the mist.
One of the things […]
First Post: Perspective
My team and I are making a “shoot’em up” game in unity. I am writing this blog to try and talk about some of the issues we come across while developing the game. In our game, right now called Umibōzu, the player takes control of a fisherman out fishing in the ocean when a mysterious mist envelops the ship and weird creatures and other things start to appear. The player is tasked with escaping from the mist.
One of the things […]
The beam attack in Aetherial
The beam attack actually wasn’t in the original design document of Aetherial, which was made by the group “Team Vampire”. However after looking at the players abilities we came to the conclusion that the player needed another ability, besides the harpoon, to deal with enemies who got behind him. Also we felt that the theme of being a “champion” wasn’t sufficiently represented by a ship that could only fire a harpoon; we wanted the player to feel powerful and in […]
The beam attack in Aetherial
The beam attack actually wasn’t in the original design document of Aetherial, which was made by the group “Team Vampire”. However after looking at the players abilities we came to the conclusion that the player needed another ability, besides the harpoon, to deal with enemies who got behind him. Also we felt that the theme of being a “champion” wasn’t sufficiently represented by a ship that could only fire a harpoon; we wanted the player to feel powerful and in […]
Unity Collision detection and the Collision Layer Technique that works best
Today, I am going to be writing about Unity’s difficulties with collision detection and how to solve it using a layered system. Collision detection plays a vital role in game production whether it’s the collision detection between players and enemies or even players and the game’s boundaries. This is because without it the fundamental aesthetics… Continue reading Unity Collision detection and the Collision Layer Technique that works best
Unity Collision detection and the Collision Layer Technique that works best
Today, I am going to be writing about Unity’s difficulties with collision detection and how to solve it using a layered system. Collision detection plays a vital role in game production whether it’s the collision detection between players and enemies or even players and the game’s boundaries. This is because without it the fundamental aesthetics… Continue reading Unity Collision detection and the Collision Layer Technique that works best
The basic movement in unity
When creating a 2D avatar based game on Unity, implementing the movement of the player is the first step. The moving style of player avatar is also an important mechanic. There are several kinds of pattern we tried for the game we are making.
The game concept we selected is Aestherial which you are controlling a pirate ship and fighting sky creatures. When came to the discussion of player movement, we were trying to simulate a feeling that you are flying […]
The basic movement in unity
When creating a 2D avatar based game on Unity, implementing the movement of the player is the first step. The moving style of player avatar is also an important mechanic. There are several kinds of pattern we tried for the game we are making.
The game concept we selected is Aestherial which you are controlling a pirate ship and fighting sky creatures. When came to the discussion of player movement, we were trying to simulate a feeling that you are flying […]
Game Design–group Lycanthrope AI Bees part 1 detecting the player
Hello Everyone. I got to work on Beelonging, in the game the player control one bee while the other six bees that are controlled by an AI and those AIs I have been working on. The AI for the non-controlled bees is an important part of our game because the aesthetic of our game needs that the player needs to perceive to have a belonging to a bigger group and hard to gain a sense of belonging to either to […]
Game Design–group Lycanthrope AI Bees part 1 detecting the player
Hello Everyone. I got to work on Beelonging, in the game the player control one bee while the other six bees that are controlled by an AI and those AIs I have been working on. The AI for the non-controlled bees is an important part of our game because the aesthetic of our game needs that the player needs to perceive to have a belonging to a bigger group and hard to gain a sense of belonging to either to […]
2018.02.08 – The Unity Animator, the good, the bad and the ugly
Topic: Animations in Unity 2017.3 using the Animator component
Animation in a pre-alpha sprint, why?
Animation, while not an alpha feature per-se, was something our (Team Hastur) artists were asking for better in the engine (Unity 2017.3) Q.A. of their work as well as a confidence boost by seeing their work being implemented in the game.
Furthermore, we had to see whether the rough animation pattern we had thought out for the NPCs would tie in with our mechanics and enhance the gameplay […]
2018.02.08 – The Unity Animator, the good, the bad and the ugly
Topic: Animations in Unity 2017.3 using the Animator component
Animation in a pre-alpha sprint, why?
Animation, while not an alpha feature per-se, was something our (Team Hastur) artists were asking for better in the engine (Unity 2017.3) Q.A. of their work as well as a confidence boost by seeing their work being implemented in the game.
Furthermore, we had to see whether the rough animation pattern we had thought out for the NPCs would tie in with our mechanics and enhance the gameplay […]
Onions have layers…
The game Right, since this is my first post relating to this game project I thought y’all might want a quick introduction to what the project actually is.
My team, Hastur, are currently working on a Shoot ‘Em’ Up based on a concept created by another group of students. The concept goes by the name of “You May Kiss The Bride”. Its set in a nightmare that Brad, the protagonist, has on the night before his wedding.
Onions have layers…
The game Right, since this is my first post relating to this game project I thought y’all might want a quick introduction to what the project actually is.
My team, Hastur, are currently working on a Shoot ‘Em’ Up based on a concept created by another group of students. The concept goes by the name of “You May Kiss The Bride”. Its set in a nightmare that Brad, the protagonist, has on the night before his wedding.
Onions have layers…
The game Right, since this is my first post relating to this game project I thought y’all might want a quick introduction to what the project actually is.
My team, Hastur, are currently working on a Shoot ‘Em’ Up based on a concept created by another group of students. The concept goes by the name of “You May Kiss The Bride”. Its set in a nightmare that Brad, the protagonist, has on the night before his wedding.
Onions have layers…
The game Right, since this is my first post relating to this game project I thought y’all might want a quick introduction to what the project actually is.
My team, Hastur, are currently working on a Shoot ‘Em’ Up based on a concept created by another group of students. The concept goes by the name of “You May Kiss The Bride”. Its set in a nightmare that Brad, the protagonist, has on the night before his wedding.
Spawning Errors
Hello there!
My name is Fredrik Henriksen Lövlie and I am studying Programming and Game Design at Uppsala University, Campus Gotland. During our current course (Game Design 2: Game Development) we are required to write weekly blog posts about our design process and the progress of our 2D Shooter project. The game we decided to make is called Beelonging and is designed to evoke the feeling of belonging to a group.
This week I worked on changing the way our enemy spawner worked, […]
Spawning Errors
Hello there!
My name is Fredrik Henriksen Lövlie and I am studying Programming and Game Design at Uppsala University, Campus Gotland. During our current course (Game Design 2: Game Development) we are required to write weekly blog posts about our design process and the progress of our 2D Shooter project. The game we decided to make is called Beelonging and is designed to evoke the feeling of belonging to a group.
This week I worked on changing the way our enemy spawner worked, […]
Programming a centered bee swarm
Finished version of the centered bee swarm following the player
The bee swarm in “Game of Beelonging” is one of the main parts of the game concept. Whilst playing the game, there is a bee swarm constantly chasing the player, helping you out when enemies come to close and assigning a new player on death of the main bee. The swarm is supposed to always be vertically centered in a compact swarm, even if one of the […]
Programming a centered bee swarm
Finished version of the centered bee swarm following the player
The bee swarm in “Game of Beelonging” is one of the main parts of the game concept. Whilst playing the game, there is a bee swarm constantly chasing the player, helping you out when enemies come to close and assigning a new player on death of the main bee. The swarm is supposed to always be vertically centered in a compact swarm, even if one of the […]