Browsing 'Programming': Posts from Game Design and Programming
Kamera
Spelet kommer använda sig av en isometrisk kamera vy. Eftersom spelet är ett lokalt multiplayer spelet kände vi att det var passade att använda en isometrisk kamera vy som påminner om Magicka och Diablo men med en mer inåt zoomad vy. Detta fungera bra till att både visa spelarna och miljön i spelet. Det var diskussioner angående om vi skulle ha en kamera i stil med lego harry potter, där de använder sig också av en isometrisk kamera med en […]
Kamera
Spelet kommer använda sig av en isometrisk kamera vy. Eftersom spelet är ett lokalt multiplayer spelet kände vi att det var passade att använda en isometrisk kamera vy som påminner om Magicka och Diablo men med en mer inåt zoomad vy. Detta fungera bra till att både visa spelarna och miljön i spelet. Det var diskussioner angående om vi skulle ha en kamera i stil med lego harry potter, där de använder sig också av en isometrisk kamera med en […]
Eyes Align – Dialogue Changes
Balancing dialogue to be both interesting and a challenge, while also providing the player with many choices is quite a difficult venture.
The dialogue mechanic of the game was at the start meant to be something far more complex than what it turned out to be (see the blog post Eyes Align – Development Week 4 for more information); our huge ambitions were dashed upon the stones of reality.
So what happened exactly? Branching dialogue, using the hub and spokes approach […]
Eyes Align – Dialogue Changes
Balancing dialogue to be both interesting and a challenge, while also providing the player with many choices is quite a difficult venture.
The dialogue mechanic of the game was at the start meant to be something far more complex than what it turned out to be (see the blog post Eyes Align – Development Week 4 for more information); our huge ambitions were dashed upon the stones of reality.
So what happened exactly? Branching dialogue, using the hub and spokes approach […]
Last post!
Dear lord, it is time for the final post!
So – the last character in our game is the Raum, and just as with previous characters the Raum used to be a living person who was turned into a demon. This particular demon is inspired by the goatman, so it crouches and uses a ramming attack.
This is actually the character I am the least satisfied with, because of several reasons. It is supposed to have a hunchback, but after having […]
Last post!
Dear lord, it is time for the final post!
So – the last character in our game is the Raum, and just as with previous characters the Raum used to be a living person who was turned into a demon. This particular demon is inspired by the goatman, so it crouches and uses a ramming attack.
This is actually the character I am the least satisfied with, because of several reasons. It is supposed to have a hunchback, but after having […]
Eyes Align – Narrative Structure, How it Changed
In my opinion, the most difficult part to get right in any story is the middle: The story needs an introduction which grabs the reader’s, or player’s, attention and a fitting conclusion that either wraps up lose ends or creates new ones to keep the reader wanting more. The middle, however, serves as the majority of the script and fills out the world, the characters and the conflict.
At the start, the middle was loosely defined as a chain of events; […]
Eyes Align – Narrative Structure, How it Changed
In my opinion, the most difficult part to get right in any story is the middle: The story needs an introduction which grabs the reader’s, or player’s, attention and a fitting conclusion that either wraps up lose ends or creates new ones to keep the reader wanting more. The middle, however, serves as the majority of the script and fills out the world, the characters and the conflict.
At the start, the middle was loosely defined as a chain of events; […]
Making objects in blueprints
During the end of the production our game map was pretty empty. To add variation and lighting to the scene our graphical artists made a couple of assets to clutter the scene with. To make them more versatile I worked on them a bit in blueprints.
I made lamps that changes the emissive amount on the material together with the light sources. The pictured work light can also have it’s head mount adjusted so you can angle the lights. I made […]
Making objects in blueprints
During the end of the production our game map was pretty empty. To add variation and lighting to the scene our graphical artists made a couple of assets to clutter the scene with. To make them more versatile I worked on them a bit in blueprints.
I made lamps that changes the emissive amount on the material together with the light sources. The pictured work light can also have it’s head mount adjusted so you can angle the lights. I made […]
Dynamic Time of Day
In the game you’re supposed to find survivors buried under the rubble of a bombed city and then dig them up. In order to meet deadlines, the game was designed with this feature abstracted to a press of a button and an ensuing cinematic sequence. In order to communicate to the player that time passes during this we decided to have a controllable day and night cycle. In order to save time we decided to use Unreal Engine’s built in […]
Dynamic Time of Day
In the game you’re supposed to find survivors buried under the rubble of a bombed city and then dig them up. In order to meet deadlines, the game was designed with this feature abstracted to a press of a button and an ensuing cinematic sequence. In order to communicate to the player that time passes during this we decided to have a controllable day and night cycle. In order to save time we decided to use Unreal Engine’s built in […]
Visual Aid
For the player to easier see what they are doing we used a couple of visual aids. Early on we used a particle emitter emitting invisible particles that would spawn visible particles when colliding with the ground to show where you are focusing your listening.
This was hard to spot, not very cost effective and hard to control. I had looked in to how to project materials onto surfaces but had somehow missed deferred decals which does exactly that. Setting this […]
Visual Aid
For the player to easier see what they are doing we used a couple of visual aids. Early on we used a particle emitter emitting invisible particles that would spawn visible particles when colliding with the ground to show where you are focusing your listening.
This was hard to spot, not very cost effective and hard to control. I had looked in to how to project materials onto surfaces but had somehow missed deferred decals which does exactly that. Setting this […]
Asoth
Buckle up – another post without any relevant or particularly good images (because I wrote this post directly after the last one instead of weeks ago, like I should have…. *cough*)
So, this post will be about the second enemy character that was created; Asoth. The Asoth used to be mages, but, just like the Zagam from the previous post, an evil sorcerer brought them back to life as demons. Asoths are skeleton like, with big thorns growing from their shoulders. […]
Asoth
Buckle up – another post without any relevant or particularly good images (because I wrote this post directly after the last one instead of weeks ago, like I should have…. *cough*)
So, this post will be about the second enemy character that was created; Asoth. The Asoth used to be mages, but, just like the Zagam from the previous post, an evil sorcerer brought them back to life as demons. Asoths are skeleton like, with big thorns growing from their shoulders. […]
Spectrometer Data
Originally I wanted the spectrometer data to be calculated in real time based on every sound that was played. While not impossible, decompressing audio in real time to do this would be inefficient. My next idea was to extract the spectrometer data externally and parse it in to the game. This would probably have been the optimal solution, but when talking to our tutor he advised against it and told us to fake it. And fake it I did.
So what […]
Spectrometer Data
Originally I wanted the spectrometer data to be calculated in real time based on every sound that was played. While not impossible, decompressing audio in real time to do this would be inefficient. My next idea was to extract the spectrometer data externally and parse it in to the game. This would probably have been the optimal solution, but when talking to our tutor he advised against it and told us to fake it. And fake it I did.
So what […]
Zagam
So – moving on to the next character!
Let me introduce to you; Zagam! *intense music*
A rather unclear image of Zagam, but you get the idea.
This is the first enemy that we produced, simply because our Lead Artist thought it was the most fun to model. The ‘race’ Zagam is created by the evil sorcerer that is terrorising the country, who wakes all killed men and turns them into Zagams, a creature of stone and fire who bulldozes everything it […]
Zagam
So – moving on to the next character!
Let me introduce to you; Zagam! *intense music*
A rather unclear image of Zagam, but you get the idea.
This is the first enemy that we produced, simply because our Lead Artist thought it was the most fun to model. The ‘race’ Zagam is created by the evil sorcerer that is terrorising the country, who wakes all killed men and turns them into Zagams, a creature of stone and fire who bulldozes everything it […]
Tablet Material
Our sensor audio output was to be visualized on a tablet screen. For this, I’d need spectrometer data from the audio files that were playing, but before getting a hold of that, I needed some way of visualizing the data. At the time I had not yet worked much with Unreal Engine’s material graph. I have written shaders in both HLSL (high-level shading language) and GLSL (OpenGL Shading Language) so I had a vague idea of what I was getting […]
Tablet Material
Our sensor audio output was to be visualized on a tablet screen. For this, I’d need spectrometer data from the audio files that were playing, but before getting a hold of that, I needed some way of visualizing the data. At the time I had not yet worked much with Unreal Engine’s material graph. I have written shaders in both HLSL (high-level shading language) and GLSL (OpenGL Shading Language) so I had a vague idea of what I was getting […]
A new beginning: Rune Mages in retrospect!
Time has come once again to write on this blog. This time, I will be writing about my second-year project, Rune Mages! Again, I was the Lead Programmer, and as such I will be discussing topics primarlily concerning structuring the systems behind the scenes.
See you soon!
A new beginning: Rune Mages in retrospect!
Time has come once again to write on this blog. This time, I will be writing about my second-year project, Rune Mages! Again, I was the Lead Programmer, and as such I will be discussing topics primarlily concerning structuring the systems behind the scenes.
See you soon!