Browsing 'Programming': Posts from Game Design and Programming

Detecting Sound

The game’s main mechanic is listening for survivors using triangulation with seismic sensors. To achieve this I created game objects that could be placed out into the world that held a sound file. We wanted the sound to be louder the closer to a sensor it was, rather than just have it play when within a certain radius. To make this work I had to implement a fall-off algorithm. First I tried to just make a simple fall-off where at […]

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Program: Programming

Detecting Sound

The game’s main mechanic is listening for survivors using triangulation with seismic sensors. To achieve this I created game objects that could be placed out into the world that held a sound file. We wanted the sound to be louder the closer to a sensor it was, rather than just have it play when within a certain radius. To make this work I had to implement a fall-off algorithm. First I tried to just make a simple fall-off where at […]

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Program: Programming

Week 8- winnig , menu and losing screen

This week i was working on the winning , Menu and Loosing screen of the game.
I made a Winning screen which triggers as soon the one of the layers won the game.
If player one would win then the winning screen for player one would be visible on the screen. Same for player two. The player can chose inside of the winning  screen if they want to retry the game or if they want to exit the game.
I used the same […]

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Program: Programming

Week 8- winnig , menu and losing screen

This week i was working on the winning , Menu and Loosing screen of the game.
I made a Winning screen which triggers as soon the one of the layers won the game.
If player one would win then the winning screen for player one would be visible on the screen. Same for player two. The player can chose inside of the winning  screen if they want to retry the game or if they want to exit the game.
I used the same […]

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Program: Programming

Eyes Align – Switching Engine to Ren’py

As the three first weeks of production came to a close, our attempts at using Unreal 4.0 as our game engine has been less fruitful than we expected, and as our alpha deadline draws close, a switch to something more suited for our project was deemed necessary.
Enter Ren’py, a game engine designed specifically for visual novels:
”Ren’Py is a visual novel engine – used by hundreds of creators from around the world – that helps you use words, images, and sounds […]

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Program: Programming

Eyes Align – Switching Engine to Ren’py

As the three first weeks of production came to a close, our attempts at using Unreal 4.0 as our game engine has been less fruitful than we expected, and as our alpha deadline draws close, a switch to something more suited for our project was deemed necessary.
Enter Ren’py, a game engine designed specifically for visual novels:
”Ren’Py is a visual novel engine – used by hundreds of creators from around the world – that helps you use words, images, and sounds […]

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Program: Programming

Week 7 – Local multiplayer

We planed for our game to have a 1 vs 1 local multiplayer. That means that the player fights against another player on the same device.
But how to implement it ? In unreal engine it is accually really easy by using the blueprint system. The first thing i needed to do is to create a second player in the level blueprint. Because unreal engine is zero based i had to set the create player blueprint to zero where player one is […]

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Program: Programming

Week 7 – Local multiplayer

We planed for our game to have a 1 vs 1 local multiplayer. That means that the player fights against another player on the same device.
But how to implement it ? In unreal engine it is accually really easy by using the blueprint system. The first thing i needed to do is to create a second player in the level blueprint. Because unreal engine is zero based i had to set the create player blueprint to zero where player one is […]

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Program: Programming

The Wreck Deck – Damage System – Week 6

 
Today i am going to talk about the Damage system i have implementet in our game.
The plan was to give the sword wich the player is using for damaging the other player as soon they are in a boarding situation. I was working a lot with the blueprint system in unreal engine. Which is acctually a skripting language for devs. That means that you dont need to code everything it is a visual coding language.
The first thing i did to […]

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Program: Programming

The Wreck Deck – Damage System – Week 6

 
Today i am going to talk about the Damage system i have implementet in our game.
The plan was to give the sword wich the player is using for damaging the other player as soon they are in a boarding situation. I was working a lot with the blueprint system in unreal engine. Which is acctually a skripting language for devs. That means that you dont need to code everything it is a visual coding language.
The first thing i did to […]

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Program: Programming

The wreck deck – Real time Lightning

 
Iam going to talk about how i made the lightinig this week.
So as an programmer i had some clues how to get good lightning in the game but i was not sure. I startet to watch some turtorials and found a really good turtorial in youtube . The lightning academy for unreal on youtube helped me with a lot of problems i faced when i made the lightning. There are some tools in unreal which helps to get an more […]

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Program: Programming

The wreck deck – Real time Lightning

 
Iam going to talk about how i made the lightinig this week.
So as an programmer i had some clues how to get good lightning in the game but i was not sure. I startet to watch some turtorials and found a really good turtorial in youtube . The lightning academy for unreal on youtube helped me with a lot of problems i faced when i made the lightning. There are some tools in unreal which helps to get an more […]

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Program: Programming

The week before Gotland Game Conference

The following is a list of what I did the week before Gotland Game Conference (GGC), and for a bit during GGC.

I made it so every character in the game starts facing a random direction. It would be better if the characters instead faced a direction that made best sense, but it’s a fast and easy solution, and it’s better than that every character starts facing the same direction.
I finished the system for saving network messages that are not ready to be […]

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Program: Programming

The week before Gotland Game Conference

The following is a list of what I did the week before Gotland Game Conference (GGC), and for a bit during GGC.

I made it so every character in the game starts facing a random direction. It would be better if the characters instead faced a direction that made best sense, but it’s a fast and easy solution, and it’s better than that every character starts facing the same direction.
I finished the system for saving network messages that are not ready to be […]

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Program: Programming

Amenti BGP week 7-10

The last three weeks of the project a lot of things happened in the game. The first week, week seven, a lot of light and foliage was added by me in the game. The reason being so that the level did not look too empty when we were going to show it on the beta play test. The beta play test was at Thursday so the group worked hard to fix as much things in the game as possible. Because […]

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Program: Programming

Amenti BGP week 7-10

The last three weeks of the project a lot of things happened in the game. The first week, week seven, a lot of light and foliage was added by me in the game. The reason being so that the level did not look too empty when we were going to show it on the beta play test. The beta play test was at Thursday so the group worked hard to fix as much things in the game as possible. Because […]

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Program: Programming

Meeting

On Monday, two weeks ago, the week before the Gotland Game Conference, we started the day by having a meeting about the design of the game, the UI design, and the graphics. The talk about graphics was about scaling down the scope and prioritizing, and I didn’t partake in that discussion as I’m not one of the graphical artists. The game design didn’t feel good enough and fun enough, and the UI didn’t feel intuitive and easy to use. A few of the […]

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Program: Programming

Meeting

On Monday, two weeks ago, the week before the Gotland Game Conference, we started the day by having a meeting about the design of the game, the UI design, and the graphics. The talk about graphics was about scaling down the scope and prioritizing, and I didn’t partake in that discussion as I’m not one of the graphical artists. The game design didn’t feel good enough and fun enough, and the UI didn’t feel intuitive and easy to use. A few of the […]

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Program: Programming

Amenti 6

The last week prior GGC. I spent most of my time on different menus of sorts and also did some bugfixes. At this point the mechanics in the game felt great so we pretty much just had to playtest a lot and fix minor bugs in the game. We also needed to add some more feedback, you can almost always add more feedback it feels like.
 
Mainmenu:
I made a mainmenu in a quite early stage of the development which we had […]

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Program: Programming

Amenti 6

The last week prior GGC. I spent most of my time on different menus of sorts and also did some bugfixes. At this point the mechanics in the game felt great so we pretty much just had to playtest a lot and fix minor bugs in the game. We also needed to add some more feedback, you can almost always add more feedback it feels like.
 
Mainmenu:
I made a mainmenu in a quite early stage of the development which we had […]

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Program: Programming

Beta

week 6
This week was beta which meant full on polish so that the we could have something stable to show to the beta testers and jurors. Doing a little bit of everything is crucial when nearing a deadline so as Iv’e done every time i jumped on any task that needed to be done at the time. It was mostly continuation of AI but also fixing with some of the spells, animations and level design that was needed
After the beta i […]

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Program: Programming

Beta

week 6
This week was beta which meant full on polish so that the we could have something stable to show to the beta testers and jurors. Doing a little bit of everything is crucial when nearing a deadline so as Iv’e done every time i jumped on any task that needed to be done at the time. It was mostly continuation of AI but also fixing with some of the spells, animations and level design that was needed
After the beta i […]

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Program: Programming

2nd Play test

week 5
This week for me went into more tweaking of the caster as well as polishing the AI a bit more for the upcoming play-test so that we could test their difficulty and see how players reacted to them,
I also had to go into level building a bit so that the level would be done on time. I added bounds to the level to keep the player from clipping into stuff and leaving the level. This mostly just took a […]

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Program: Programming

2nd Play test

week 5
This week for me went into more tweaking of the caster as well as polishing the AI a bit more for the upcoming play-test so that we could test their difficulty and see how players reacted to them,
I also had to go into level building a bit so that the level would be done on time. I added bounds to the level to keep the player from clipping into stuff and leaving the level. This mostly just took a […]

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Program: Programming