Browsing 'Programming': Posts from Game Design and Programming
Big Game Project Week 4
This week I have mostly been working on the player animations. So I have decided how to blend and change between them so that they would look natural.
We removed some of the animations that were supposed to just transition in to the loop of the animation. For example we removed the start turn left animation but kept the turn left animation. So instead of using an animation to go in to the actual animation, we created blend trees in […]
Big Game Project Week 4
This week I have mostly been working on the player animations. So I have decided how to blend and change between them so that they would look natural.
We removed some of the animations that were supposed to just transition in to the loop of the animation. For example we removed the start turn left animation but kept the turn left animation. So instead of using an animation to go in to the actual animation, we created blend trees in […]
Fourth week of Big Game project
Time flies by and it is soon time to have an alpha presentation of our game. I would say that we are slightly behind schedule and that the next week will be critical in our development, but I still have complete faith in the team and that we will be able to catch up and present a complete alpha with all our features in the game.
This week I have worked on a fog of war system for the game. […]
Fourth week of Big Game project
Time flies by and it is soon time to have an alpha presentation of our game. I would say that we are slightly behind schedule and that the next week will be critical in our development, but I still have complete faith in the team and that we will be able to catch up and present a complete alpha with all our features in the game.
This week I have worked on a fog of war system for the game. […]
Warbreaking Point Weekly Round-up – April 18-25th
After a deserved Easter break together with my family, I’m now back on track with new mental energy for the Big Game Project. First of all, I have decided on a proper title for my game, which is “Warbreaking Point”. This was just something that I came up in my head while I was getting back from the Easter holiday.
Then, I’ll talk about what has also happened since the last post. Since that time, I’ve been looking into the Unity […]
Warbreaking Point Weekly Round-up – April 18-25th
After a deserved Easter break together with my family, I’m now back on track with new mental energy for the Big Game Project. First of all, I have decided on a proper title for my game, which is “Warbreaking Point”. This was just something that I came up in my head while I was getting back from the Easter holiday.
Then, I’ll talk about what has also happened since the last post. Since that time, I’ve been looking into the Unity […]
Fourth week of Big Game project
Time flies by and it is soon time to have an alpha presentation of our game. I would say that we are slightly behind schedule and that the next week will be critical in our development, but I still have complete faith in the team and that we will be able to catch up and present a complete alpha with all our features in the game.
This week I have worked on a fog of war system for the game. […]
Fourth week of Big Game project
Time flies by and it is soon time to have an alpha presentation of our game. I would say that we are slightly behind schedule and that the next week will be critical in our development, but I still have complete faith in the team and that we will be able to catch up and present a complete alpha with all our features in the game.
This week I have worked on a fog of war system for the game. […]
Week 4, E.R.A, Daniel Svensson
This week has been intriguing to say the least, we are deep into the production and almost half the time has passed and what have we to show for ourselves, what have we accomplished?
The short answer is: We have nothingThe long answer is: We have 70% of the game.
This might sound confusing so let me elaborate on why that is, we have spent a lot of time just getting the basics of the game functional. We have the champions map, […]
Week 4, E.R.A, Daniel Svensson
This week has been intriguing to say the least, we are deep into the production and almost half the time has passed and what have we to show for ourselves, what have we accomplished?
The short answer is: We have nothingThe long answer is: We have 70% of the game.
This might sound confusing so let me elaborate on why that is, we have spent a lot of time just getting the basics of the game functional. We have the champions map, […]
Day 11
Spent today at home, sick. Headaches and nausea made working… less than pleasant.After noon, the nausea disappeared almost entirely, and at 11pm the headaches finally lifted.
Day 11
Spent today at home, sick. Headaches and nausea made working… less than pleasant.After noon, the nausea disappeared almost entirely, and at 11pm the headaches finally lifted.
Slightly Coded – Potbellied King – Dev. Post 2
Did a bit of work today, actually not alot but it still managed to be quite helpful.
The first thing I had to do was to make it so that the thrown food in the game changes sprite depending on the type of food that is thrown. To do this I used the following code:
SpriteRenderer l_xRend = this.gameObject.GetComponent();l_xRend.sprite = m_xaSprites [m_iFoodnum];
I just discovered that I can’t copy-paste from unity for whatever reason, whenever I try it just ends up being weird […]
Slightly Coded – Potbellied King – Dev. Post 2
Did a bit of work today, actually not alot but it still managed to be quite helpful.
The first thing I had to do was to make it so that the thrown food in the game changes sprite depending on the type of food that is thrown. To do this I used the following code:
SpriteRenderer l_xRend = this.gameObject.GetComponent();l_xRend.sprite = m_xaSprites [m_iFoodnum];
I just discovered that I can’t copy-paste from unity for whatever reason, whenever I try it just ends up being weird […]
Crocodile Chow-Down
For this new project I’m working in a group called Dentophobia.
We have a group blog for us to write posts about the process of our game Crocodile Chow-Down.
Click here to read the group blog.
Game banner drawn by Esbjörn Holmerin Nord.
Crocodile Chow-Down
For this new project I’m working in a group called Dentophobia.
We have a group blog for us to write posts about the process of our game Crocodile Chow-Down.
Click here to read the group blog.
Game banner drawn by Esbjörn Holmerin Nord.
Crocodile Chow-Down
For this new project I’m working in a group called Dentophobia.
We have a group blog for us to write posts about the process of our game Crocodile Chow-Down.
Click here to read the group blog.
Game banner drawn by Esbjörn Holmerin Nord.
Crocodile Chow-Down
For this new project I’m working in a group called Dentophobia.
We have a group blog for us to write posts about the process of our game Crocodile Chow-Down.
Click here to read the group blog.
Game banner drawn by Esbjörn Holmerin Nord.
Slightly Coded – Potbellied King – Dev. Post 1
You know, I’d like to make a post on this blog without first commenting on how long it’s been since last time I updated this thing, but I’ve already made a comment about this so whatever.
Anyway, for the Theme Park course I’m part of the group Sligthly Coded. This post is mostly gonna be a recap of what we’ve done for the past few weeks and I will actually start to post updates regarding the actual work since then tomorrow/today/whenever.This […]
Slightly Coded – Potbellied King – Dev. Post 1
You know, I’d like to make a post on this blog without first commenting on how long it’s been since last time I updated this thing, but I’ve already made a comment about this so whatever.
Anyway, for the Theme Park course I’m part of the group Sligthly Coded. This post is mostly gonna be a recap of what we’ve done for the past few weeks and I will actually start to post updates regarding the actual work since then tomorrow/today/whenever.This […]
day 10
Today my main focus has been on Enemy alert and attack behavior, and I’ve been (mostly) successful with implementing these states. I’ve also divided up the code for detecting the player in light and dark environments in order to reduce the size of an already large function.
Currently, a number of bugs with the attack behavior has revealed themselves, and I will proceed in working with resolving these.
day 10
Today my main focus has been on Enemy alert and attack behavior, and I’ve been (mostly) successful with implementing these states. I’ve also divided up the code for detecting the player in light and dark environments in order to reduce the size of an already large function.
Currently, a number of bugs with the attack behavior has revealed themselves, and I will proceed in working with resolving these.
Project Totem Update #2
Totemic Banner by Camilla Jacobsen
Update
Hi again!
The project is finally entering full production as off today. We’ll be having a stand-up scrum meeting, detailing the plan for our alpha build. The group has been working on defining content, building frame-works for said content and creating place-holder (first drafts) animations and graphics.
As we’re entering production, we’ve got our focus set on making sure that the Alpha covers our core-mechanics, level-structure and most importantly, seeing as how we’re creating a theme park […]
Project Totem Update #2
Totemic Banner by Camilla Jacobsen
Update
Hi again!
The project is finally entering full production as off today. We’ll be having a stand-up scrum meeting, detailing the plan for our alpha build. The group has been working on defining content, building frame-works for said content and creating place-holder (first drafts) animations and graphics.
As we’re entering production, we’ve got our focus set on making sure that the Alpha covers our core-mechanics, level-structure and most importantly, seeing as how we’re creating a theme park […]