Browsing 'Programming': Posts from Game Design and Programming
Artifact : Energy
This time I’ve been working on the Energy artifact, or rather linking it together with previous artifacts such as the Slider bar and the GUI. This is also not visible until you get to the second stage of the game where you grow up and acquire your fishing rod. Its only drawn with color in the second state where you actually have an energy bar. And as the describing color of the bar is white it will reveal itself as […]
Artifact : Energy
This time I’ve been working on the Energy artifact, or rather linking it together with previous artifacts such as the Slider bar and the GUI. This is also not visible until you get to the second stage of the game where you grow up and acquire your fishing rod. Its only drawn with color in the second state where you actually have an energy bar. And as the describing color of the bar is white it will reveal itself as […]
More sound effects and music
Well this week I have been continuing the work on the sound effects and music, hopefully this week I will be done with the sound in its entirety I have gotten all the sound artefacts that are left except for the music for when the guards are in the alerted state.
I’ve been getting a few different sounds that are atmospheric for the game and good indicators for what is happening, such as the sound for locked doors which is a […]
More sound effects and music
Well this week I have been continuing the work on the sound effects and music, hopefully this week I will be done with the sound in its entirety I have gotten all the sound artefacts that are left except for the music for when the guards are in the alerted state.
I’ve been getting a few different sounds that are atmospheric for the game and good indicators for what is happening, such as the sound for locked doors which is a […]
More sound effects and music
Well this week I have been continuing the work on the sound effects and music, hopefully this week I will be done with the sound in its entirety I have gotten all the sound artefacts that are left except for the music for when the guards are in the alerted state.
I’ve been getting a few different sounds that are atmospheric for the game and good indicators for what is happening, such as the sound for locked doors which is a […]
More sound effects and music
Well this week I have been continuing the work on the sound effects and music, hopefully this week I will be done with the sound in its entirety I have gotten all the sound artefacts that are left except for the music for when the guards are in the alerted state.
I’ve been getting a few different sounds that are atmospheric for the game and good indicators for what is happening, such as the sound for locked doors which is a […]
New Artifact – Option state
That is a sprite I made this week. It’s a lazer and they are supposed to be spawned really close to each other. The reason behind the rounded edges is that there won’t be akward edges when you fire alot of them while rotating quickly.
Our option state was supposed to be able to do following things: switch between different control-types in game (since we want the player to be able to choose between rotating around the middle and completely […]
New Artifact – Option state
That is a sprite I made this week. It’s a lazer and they are supposed to be spawned really close to each other. The reason behind the rounded edges is that there won’t be akward edges when you fire alot of them while rotating quickly.
Our option state was supposed to be able to do following things: switch between different control-types in game (since we want the player to be able to choose between rotating around the middle and completely […]
Post-Beta – Terminal Game
This Week
This week has been all about polishing, balancing, play-testing and implementing the last promised features of our game. The game is shaping up to be exactly what we set out to do, which gives me that fuzzy feeling of accomplishment, and pride for my group’s accomplishments as well.
The group has been hard at work finishing up the small projects (such as GUI graphics, additional content of the level and graphical errors) that was put on hold in favor of […]
Post-Beta – Terminal Game
This Week
This week has been all about polishing, balancing, play-testing and implementing the last promised features of our game. The game is shaping up to be exactly what we set out to do, which gives me that fuzzy feeling of accomplishment, and pride for my group’s accomplishments as well.
The group has been hard at work finishing up the small projects (such as GUI graphics, additional content of the level and graphical errors) that was put on hold in favor of […]
Post-Beta – Terminal Game
This Week
This week has been all about polishing, balancing, play-testing and implementing the last promised features of our game. The game is shaping up to be exactly what we set out to do, which gives me that fuzzy feeling of accomplishment, and pride for my group’s accomplishments as well.
The group has been hard at work finishing up the small projects (such as GUI graphics, additional content of the level and graphical errors) that was put on hold in favor of […]
Post-Beta – Terminal Game
This Week
This week has been all about polishing, balancing, play-testing and implementing the last promised features of our game. The game is shaping up to be exactly what we set out to do, which gives me that fuzzy feeling of accomplishment, and pride for my group’s accomplishments as well.
The group has been hard at work finishing up the small projects (such as GUI graphics, additional content of the level and graphical errors) that was put on hold in favor of […]
2014-03-20 Sixth artifact
Hi
This week I have been continuing my work with the menues both graphically and codewise.
Our start menu that I drew all the sprites for, except the moon a bit to the left.
When it comes to the code I focused on the function that would switch from the Start menu to the How to play screen. In theory it would be really simple – when choosing How to play it would only replace the Startmenu-options sprite to the How to […]
2014-03-20 Sixth artifact
Hi
This week I have been continuing my work with the menues both graphically and codewise.
Our start menu that I drew all the sprites for, except the moon a bit to the left.
When it comes to the code I focused on the function that would switch from the Start menu to the How to play screen. In theory it would be really simple – when choosing How to play it would only replace the Startmenu-options sprite to the How to […]
New Artifact – Option state
That is a sprite I made this week. It’s a lazer and they are supposed to be spawned really close to each other. The reason behind the rounded edges is that there won’t be akward edges when you fire alot of them while rotating quickly.
Our option state was supposed to be able to do following things: switch between different control-types in game (since we want the player to be able to choose between rotating around the middle and completely […]
New Artifact – Option state
That is a sprite I made this week. It’s a lazer and they are supposed to be spawned really close to each other. The reason behind the rounded edges is that there won’t be akward edges when you fire alot of them while rotating quickly.
Our option state was supposed to be able to do following things: switch between different control-types in game (since we want the player to be able to choose between rotating around the middle and completely […]
Week 8: The week before final
Stressful? Not at all! I’m just chillin, sweating… crying..
Planning for the final
We had a discussion about how to proceed from here. The lead programmer told me that there is a lot of artifacts they don’t have the time to implement, we have to concentrate on the core features before anything else. So we needed to throw some stuff away, I read through the plans for this week and erased the tasks that we didn’t have time to implement.
Now that the artist don’t have […]
Week 8: The week before final
Stressful? Not at all! I’m just chillin, sweating… crying..
Planning for the final
We had a discussion about how to proceed from here. The lead programmer told me that there is a lot of artifacts they don’t have the time to implement, we have to concentrate on the core features before anything else. So we needed to throw some stuff away, I read through the plans for this week and erased the tasks that we didn’t have time to implement.
Now that the artist don’t have […]
2014-03-20 Sixth artifact
Hi
This week I have been continuing my work with the menues both graphically and codewise.
Our start menu that I drew all the sprites for, except the moon a bit to the left.
When it comes to the code I focused on the function that would switch from the Start menu to the How to play screen. In theory it would be really simple – when choosing How to play it would only replace the Startmenu-options sprite to the How to […]
2014-03-20 Sixth artifact
Hi
This week I have been continuing my work with the menues both graphically and codewise.
Our start menu that I drew all the sprites for, except the moon a bit to the left.
When it comes to the code I focused on the function that would switch from the Start menu to the How to play screen. In theory it would be really simple – when choosing How to play it would only replace the Startmenu-options sprite to the How to […]
GDD Complementary + Playtesting & Balancing
I just realized that this is the last blog post under the tag “5SD033″ to be written mandatory, so I’ll include what I’ve done last week as well as this week’s artifact task.
Like every other group, we had to complement our game design document. Although our teacher said our GDD was one of the easier and better ones, doesn’t mean it was perfect. For instance, in our game we use two police enemies but only one protester, where the police […]
GDD Complementary + Playtesting & Balancing
I just realized that this is the last blog post under the tag “5SD033″ to be written mandatory, so I’ll include what I’ve done last week as well as this week’s artifact task.
Like every other group, we had to complement our game design document. Although our teacher said our GDD was one of the easier and better ones, doesn’t mean it was perfect. For instance, in our game we use two police enemies but only one protester, where the police […]
GDD Complementary + Playtesting & Balancing
I just realized that this is the last blog post under the tag “5SD033″ to be written mandatory, so I’ll include what I’ve done last week as well as this week’s artifact task.
Like every other group, we had to complement our game design document. Although our teacher said our GDD was one of the easier and better ones, doesn’t mean it was perfect. For instance, in our game we use two police enemies but only one protester, where the police […]
GDD Complementary + Playtesting & Balancing
I just realized that this is the last blog post under the tag “5SD033″ to be written mandatory, so I’ll include what I’ve done last week as well as this week’s artifact task.
Like every other group, we had to complement our game design document. Although our teacher said our GDD was one of the easier and better ones, doesn’t mean it was perfect. For instance, in our game we use two police enemies but only one protester, where the police […]