Browsing 'Programming': Posts from Game Design and Programming
Player movement in Umibozu
Context
As part of this course, my group has to develop a 2d shoot them up derived from a concept document made another group of students. Our game is a top down shooter where you drive a boat in a mist shrouded sea in search of a mythical monster from Japanese folklore(named Umibozu) armed only with a light to pierce the fog and a harpoon. The stated aesthetics of the concept is to create an atmosphere of mystery and constant (moderate) […]
Player movement in Umibozu
Context
As part of this course, my group has to develop a 2d shoot them up derived from a concept document made another group of students. Our game is a top down shooter where you drive a boat in a mist shrouded sea in search of a mythical monster from Japanese folklore(named Umibozu) armed only with a light to pierce the fog and a harpoon. The stated aesthetics of the concept is to create an atmosphere of mystery and constant (moderate) […]
It Goes round and round…
htpps://ucsf.edu/
For our first video game, me and my team decided to work on a video game concept called “Behemoth” which is a side-scrolling Shoot-em up game featuring a large robot that the player cannot move physically and can only control the weapons of, which they use to attack upcoming enemies.
While this seems like a simple enough first video games, for a first-time programmer, such as myself, it might be one of the hardest things that I have ever encountered, […]
It Goes round and round…
htpps://ucsf.edu/
For our first video game, me and my team decided to work on a video game concept called “Behemoth” which is a side-scrolling Shoot-em up game featuring a large robot that the player cannot move physically and can only control the weapons of, which they use to attack upcoming enemies.
While this seems like a simple enough first video games, for a first-time programmer, such as myself, it might be one of the hardest things that I have ever encountered, […]
Working on Enemy type: Shooter
This week I worked on creating one of the enemy types we have in our game which is a shooter enemy. Some of the aesthetic goal successes for our game are feeling massive and mechanical while also not feeling invincible, so these enemies had to be agile, while also being easy to kill if it is hit.
The shooter spawns from the right side of the screen, then moves to a certain point on the screen towards the player, stops, shoots […]
Working on Enemy type: Shooter
This week I worked on creating one of the enemy types we have in our game which is a shooter enemy. Some of the aesthetic goal successes for our game are feeling massive and mechanical while also not feeling invincible, so these enemies had to be agile, while also being easy to kill if it is hit.
The shooter spawns from the right side of the screen, then moves to a certain point on the screen towards the player, stops, shoots […]
Blondiner som inspirerar
I helgen bestämde jag mig för att blondera mitt hår efter en lång tid med mörkare nyanser. Det var många år sedan jag var så här ljus och det känns underbart. När jag var riktigt liten hade jag nästan vitt hår och varje gång jag kollar tillbaka på bilder så får jag en längtan efter det. Jag vet inte varför mitt naturliga hår har blivit mörkare med åren men så är livet.
Det är vissa personer som inspirerade mig extra mycket […]
Blondiner som inspirerar
I helgen bestämde jag mig för att blondera mitt hår efter en lång tid med mörkare nyanser. Det var många år sedan jag var så här ljus och det känns underbart. När jag var riktigt liten hade jag nästan vitt hår och varje gång jag kollar tillbaka på bilder så får jag en längtan efter det. Jag vet inte varför mitt naturliga hår har blivit mörkare med åren men så är livet.
Det är vissa personer som inspirerade mig extra mycket […]
Dev Blog 1, Custom Shader
This is the first blog-post of 6 that is going to serve as examination for my course, in which we (me and a group of 5 other students) are turning a design document into a Unity game.
As soon as we picked Umibizo as the game we would make, the system of hiding and revealing objects stood out to me as the central mechanic that made the game unique. In this post I will write a little about both the design […]
Dev Blog 1, Custom Shader
This is the first blog-post of 6 that is going to serve as examination for my course, in which we (me and a group of 5 other students) are turning a design document into a Unity game.
As soon as we picked Umibizo as the game we would make, the system of hiding and revealing objects stood out to me as the central mechanic that made the game unique. In this post I will write a little about both the design […]
5SD064 – Blog Post 1 : Lighting
Lighting is a big part of Depth. It both sets the tone and serves the aesthetic goal of the game. Outside of the player’s spotlight and a small light emanating from the cockpit, the entire screen is dark.
The submarine which the player controls has a light which follows the cursor, goes off when you get hit by a squid and can be upgraded temporarily by a power up. This was one of the artifacts I had to create during the second […]
5SD064 – Blog Post 1 : Lighting
Lighting is a big part of Depth. It both sets the tone and serves the aesthetic goal of the game. Outside of the player’s spotlight and a small light emanating from the cockpit, the entire screen is dark.
The submarine which the player controls has a light which follows the cursor, goes off when you get hit by a squid and can be upgraded temporarily by a power up. This was one of the artifacts I had to create during the second […]
Up the power-ups!
This week I have been working on the first ‘power-up’ to be featured in our game.
The creation of the power-up is twofold: Firstly, a base power-up Unity-gameobject had to be created. Secondly, a specific power-up had to be created which somehow changed the dynamics of the game, as according to the MDA framework. The base power-up will work as a template for future power-ups that are going to change the dynamics in different ways. Our group agreed that it would […]
Up the power-ups!
This week I have been working on the first ‘power-up’ to be featured in our game.
The creation of the power-up is twofold: Firstly, a base power-up Unity-gameobject had to be created. Secondly, a specific power-up had to be created which somehow changed the dynamics of the game, as according to the MDA framework. The base power-up will work as a template for future power-ups that are going to change the dynamics in different ways. Our group agreed that it would […]
5SD064 – Blog Post 2 : Tutorial level
This blog post will center around the design of the tutorial level for our game, “Depth”.
The aesthetic goal of “Depth” was “Last Leg”. We therefore had to make the player feel:
overwhelmed.
constantly in danger
pressured
relentless pursuit
However, the game still had to be fair. We therefore decided on creating a tutorial in which the player could experiment with moving, getting hit by enemies and shooting without getting penalized for it. An added bonus to such a tutorial is the stark contrast it creates […]
5SD064 – Blog Post 2 : Tutorial level
This blog post will center around the design of the tutorial level for our game, “Depth”.
The aesthetic goal of “Depth” was “Last Leg”. We therefore had to make the player feel:
overwhelmed.
constantly in danger
pressured
relentless pursuit
However, the game still had to be fair. We therefore decided on creating a tutorial in which the player could experiment with moving, getting hit by enemies and shooting without getting penalized for it. An added bonus to such a tutorial is the stark contrast it creates […]
08-02-2018
This first blog post will be about how I as the lead programmer choose to implement movement into our game. For some context: the game me and my fellow team members are working on will feature loads of different sprites that move around. The player will be one of them and the others will be different types of enemies and pickups. In order to simplify the code and write as little duplicate code as possible, I choose to make all my […]
08-02-2018
This first blog post will be about how I as the lead programmer choose to implement movement into our game. For some context: the game me and my fellow team members are working on will feature loads of different sprites that move around. The player will be one of them and the others will be different types of enemies and pickups. In order to simplify the code and write as little duplicate code as possible, I choose to make all my […]
First update
This is my first update.
First Post
Hello reader
The artefact that i will write about this week is the shockwave shooting. It’s a part of our power-up that we are implementing for our game. It’s made with one script that allows the player to shoot a shockwave once he has collected enough power-up drops that drop from the enemies to fill the power-up bar, but i will not go into that more at this time.
I made the shockwave shooting by making a script that takes a public […]
First Post
Hello reader
The artefact that i will write about this week is the shockwave shooting. It’s a part of our power-up that we are implementing for our game. It’s made with one script that allows the player to shoot a shockwave once he has collected enough power-up drops that drop from the enemies to fill the power-up bar, but i will not go into that more at this time.
I made the shockwave shooting by making a script that takes a public […]
Game Design 2, Blog 1
For this blogpost I will be writing about the code I have written for the looping paralaxing background in our game called Behemoth. My name is Jonathan Berggren, I am part of group Siren and am the only programmer in our group.
For our game we want to simulate movement of the ship by making the background continuously scroll to the left.
Game Design 2, Blog 1
For this blogpost I will be writing about the code I have written for the looping paralaxing background in our game called Behemoth. My name is Jonathan Berggren, I am part of group Siren and am the only programmer in our group.
For our game we want to simulate movement of the ship by making the background continuously scroll to the left.