Browsing 'Programming': Posts from Game Design and Programming
Sound and music!
Hello again!
So this week I have been working on getting for our game. It is harder than I thought, because if I have too many sounds in the game it just sounds annoying and becomes frustrating to play. What I need to remember is what kind of game is it? Is it important to have sound for footsteps? Or hearing scream when player gets hit? Things like that you need think about when you implementing sounds. I also have to […]
Sound and music!
Hello again!
So this week I have been working on getting for our game. It is harder than I thought, because if I have too many sounds in the game it just sounds annoying and becomes frustrating to play. What I need to remember is what kind of game is it? Is it important to have sound for footsteps? Or hearing scream when player gets hit? Things like that you need think about when you implementing sounds. I also have to […]
Sound and music!
Hello again!
So this week I have been working on getting sound for our game. It is harder than I thought, because if I have too many sounds in the game it just sounds annoying and becomes frustrating to play. What I need to remember is what kind of game it is. Is it important to have sound for footsteps? Or hearing a scream when player gets hit? Things like that you need think about when you implementing sounds. I also […]
Sound and music!
Hello again!
So this week I have been working on getting sound for our game. It is harder than I thought, because if I have too many sounds in the game it just sounds annoying and becomes frustrating to play. What I need to remember is what kind of game it is. Is it important to have sound for footsteps? Or hearing a scream when player gets hit? Things like that you need think about when you implementing sounds. I also […]
Haunted Light – Text and menu functionality, mostly
Hello. This week I’ve mainly been working on adding the functionalities and text in the options menu as well as making the credits screen. I’ve also been working on AI for one of the enemies in the game, but since I’m not finished with it just yet, I’m only going to cover it using pseudo code and not the code behind it. The AI will hopefully be finished tomorrow.
This is how the Options menu looks now. Not too […]
Haunted Light – Text and menu functionality, mostly
Hello. This week I’ve mainly been working on adding the functionalities and text in the options menu as well as making the credits screen. I’ve also been working on AI for one of the enemies in the game, but since I’m not finished with it just yet, I’m only going to cover it using pseudo code and not the code behind it. The AI will hopefully be finished tomorrow.
This is how the Options menu looks now. Not too […]
Polish, polish, and more polish
I’m running out of things to write about! Since we’re getting closer and closer to final, there are no “huge new features” that can be written about, and most of the work I currently do is polish behind the scenes, which doesn’t really make for good writing material. However, there are some things that make for good screenshot material, so I guess I’ll combine some artifacts into one post.
Firstly, as a followup to last week’s post, we have implemented some […]
Polish, polish, and more polish
I’m running out of things to write about! Since we’re getting closer and closer to final, there are no “huge new features” that can be written about, and most of the work I currently do is polish behind the scenes, which doesn’t really make for good writing material. However, there are some things that make for good screenshot material, so I guess I’ll combine some artifacts into one post.
Firstly, as a followup to last week’s post, we have implemented some […]
Artifact of the week: More stars
So last week I wrote about how we used stars as collectibles. Since then we continued to work on that among other things to get our game done for Beta. After being able to spawn stars from dead enemies and pick them up we wanted the to show the player the count as well. The reason behind why we rather show the stars than to hide them is that in the end our game is about high score. There for […]
Artifact of the week: More stars
So last week I wrote about how we used stars as collectibles. Since then we continued to work on that among other things to get our game done for Beta. After being able to spawn stars from dead enemies and pick them up we wanted the to show the player the count as well. The reason behind why we rather show the stars than to hide them is that in the end our game is about high score. There for […]
Escape – Group 4 – Week 9 – Level Editing – Part 2
3rd week working on the level design. With two weeks left on the project, I was supposed to spend the rest of the time to finish the last, largest and most complex level in the game. Instead, I spent most of the week to fix a mistake I missed last week.
When using the level editor, I sett the walls and outside boundaries by them dividing it into rectangles. I sett these rectangles by choosing coordinates for the upper left corner […]
Escape – Group 4 – Week 9 – Level Editing – Part 2
3rd week working on the level design. With two weeks left on the project, I was supposed to spend the rest of the time to finish the last, largest and most complex level in the game. Instead, I spent most of the week to fix a mistake I missed last week.
When using the level editor, I sett the walls and outside boundaries by them dividing it into rectangles. I sett these rectangles by choosing coordinates for the upper left corner […]
Making a Game Part 6 – Reconfigurable Hotkeys
Hello and welcome to this second to last blog post on the makings of this game.
So, this week I had some trouble deciding on which artifact to post about as I have been mostly fixing some issues and various bugs in the game, such as having no ammunition if you restart the game after winning and adding a small high-score system to motivate the player not to kill the guards as you now get a ninja-reward if you manage to complete the […]
Making a Game Part 6 – Reconfigurable Hotkeys
Hello and welcome to this second to last blog post on the makings of this game.
So, this week I had some trouble deciding on which artifact to post about as I have been mostly fixing some issues and various bugs in the game, such as having no ammunition if you restart the game after winning and adding a small high-score system to motivate the player not to kill the guards as you now get a ninja-reward if you manage to complete the […]
Finishing touches
So last blog post I made I talked about me being sick and equip, item and weapon manager. Because I got sick I was not able to finish them in time of the beta but being in a team a other teammate took the job so those are now finished and looking good.
So the game is now almost finished and now we are adding the finishing touches. I got two artifacts to make this week and one of them I was […]
Finishing touches
So last blog post I made I talked about me being sick and equip, item and weapon manager. Because I got sick I was not able to finish them in time of the beta but being in a team a other teammate took the job so those are now finished and looking good.
So the game is now almost finished and now we are adding the finishing touches. I got two artifacts to make this week and one of them I was […]
Particle Effects
Since there is only about a week left on this project and we have a working game that is almost finished, we are just adding things for fun (and sometimes because they are useful). This week I have been writing the code for adding particle effects in the game. We will use these effects when our charging enemies are loading their charge, right before our whack-a-mole boss comes out of the ground, when Barney (the avatar) dies and more things […]
Particle Effects
Since there is only about a week left on this project and we have a working game that is almost finished, we are just adding things for fun (and sometimes because they are useful). This week I have been writing the code for adding particle effects in the game. We will use these effects when our charging enemies are loading their charge, right before our whack-a-mole boss comes out of the ground, when Barney (the avatar) dies and more things […]
Stealth game: Items
In this post, I will put all of my focus on items and how they are used in the game.Since we are creating a top down stealth game we do need some items to make the game play more dynamic. It is no fun just to sneak/sprint trough the map and dodging the guards. With items, you can affect how the guard interacts with you and how they interact overall. One item is also needed to finish the level.
1. WeaponsWhat […]
Stealth game: Items
In this post, I will put all of my focus on items and how they are used in the game.Since we are creating a top down stealth game we do need some items to make the game play more dynamic. It is no fun just to sneak/sprint trough the map and dodging the guards. With items, you can affect how the guard interacts with you and how they interact overall. One item is also needed to finish the level.
1. WeaponsWhat […]
Game dev, Suit’em up – Ingame cinematics
Me and Jonas have worked hard on player feedback this week since it is the one thing that is missing from our game. He worked with boss healthbar and feedback when getting hit.
Malin has worked with particle effects for even more feedback. We need to implement them next week.
I made two really crude in-game cinematics to enhance the player feedback when the avatar is killed and when teleporting. I havn’t made cinematics with C++ before and I didn’t bother making […]
Game dev, Suit’em up – Ingame cinematics
Me and Jonas have worked hard on player feedback this week since it is the one thing that is missing from our game. He worked with boss healthbar and feedback when getting hit.
Malin has worked with particle effects for even more feedback. We need to implement them next week.
I made two really crude in-game cinematics to enhance the player feedback when the avatar is killed and when teleporting. I havn’t made cinematics with C++ before and I didn’t bother making […]