Browsing 'Programming': Posts from Game Design and Programming

BGP2017 – Character Controller

To handle the movement of tools and avatars in the game we need a Character Controller. Unity does have a standard component for Character controllers, which is cool. However it still only supports capsule colliders, Which is a problem as we have a stretcher and an axe which would not work with capsule colliders.
Now, there are two options: Either you go for a Rigid body controller or you go for a custom character controller with support for a Box collider.
As […]

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Program: Programming

BGP2017 – Character Controller

To handle the movement of tools and avatars in the game we need a Character Controller. Unity does have a standard component for Character controllers, which is cool. However it still only supports capsule colliders, Which is a problem as we have a stretcher and an axe which would not work with capsule colliders.
Now, there are two options: Either you go for a Rigid body controller or you go for a custom character controller with support for a Box collider.
As […]

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Program: Programming

Veckoreflektion V.8 Fast Gear

Vecka 8 av produktionen har varit BETA vecka, där inlämningar av trailer, presentationer och spelet till SGA.
Under förra veckan hade vi ett BETA-speltest där vi fick in feedback från många olika spelare. Vilket såklart togs i åtanke vid finslipning av spelet inför de sista veckorna av produktionen.
Feedbacken vi fick från BETA-testet av våra handledare var att det borde läggas till en option för kameran, så spelaren har möjlighet att välja hur kameran beter sig. Mer specifikt att spelaren kan välja om […]

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Program: Programming

Veckoreflektion V.8 Fast Gear

Vecka 8 av produktionen har varit BETA vecka, där inlämningar av trailer, presentationer och spelet till SGA.
Under förra veckan hade vi ett BETA-speltest där vi fick in feedback från många olika spelare. Vilket såklart togs i åtanke vid finslipning av spelet inför de sista veckorna av produktionen.
Feedbacken vi fick från BETA-testet av våra handledare var att det borde läggas till en option för kameran, så spelaren har möjlighet att välja hur kameran beter sig. Mer specifikt att spelaren kan välja om […]

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Program: Programming

Amenti – 5

This week I’ve mostly been working on feedback and also a lot on making our mechanics work in the Main Level. The Main Level is the scene where all final things are implemented. When working on new things that will be implemented we work in our own levels that are just copies of the orginal one since new mechanics/assets often needs iteration and when that is done we’re allowed to implement those in the main level.
So what happened this week […]

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Program: Programming

Amenti – 5

This week I’ve mostly been working on feedback and also a lot on making our mechanics work in the Main Level. The Main Level is the scene where all final things are implemented. When working on new things that will be implemented we work in our own levels that are just copies of the orginal one since new mechanics/assets often needs iteration and when that is done we’re allowed to implement those in the main level.
So what happened this week […]

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Program: Programming

Island Environment – week 4

For this week i was working on the Island Environment. The good thing is that it is pretty easy to work with that in unreal engine. All the assets that you can see in the screenshot are free and are availible on the internet. With the foilage tool the developer can add a lot of enviroment assets at once. I did not needed to handpick everything and place it inside of the engine.

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Program: Programming

Island Environment – week 4

For this week i was working on the Island Environment. The good thing is that it is pretty easy to work with that in unreal engine. All the assets that you can see in the screenshot are free and are availible on the internet. With the foilage tool the developer can add a lot of enviroment assets at once. I did not needed to handpick everything and place it inside of the engine.

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Program: Programming

Ocean Waves- week 3

Hi,
today iam going to talk about how i was adding the ocean to our project The Wreck deck. I was working on the ocean when i reallized that we wanted to have ocean where things can float on. There are a lot of ways you could approuch this assignment. I startet researching some turtorials on youtube and on the internet.
I found a good one which could help me with my work i will add it in the end of this post. The gerstner […]

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Program: Programming

Ocean Waves- week 3

Hi,
today iam going to talk about how i was adding the ocean to our project The Wreck deck. I was working on the ocean when i reallized that we wanted to have ocean where things can float on. There are a lot of ways you could approuch this assignment. I startet researching some turtorials on youtube and on the internet.
I found a good one which could help me with my work i will add it in the end of this post. The gerstner […]

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Program: Programming

5SD037-Big game Project week 2

Hi,
my name is Gabriel Stoffel and i am the producer and lead tech of our current project named The wreck Deck. In the Wreck Deck two captains given the same copy of a treasure map find each other crossing paths and the only way to solve who gets to keep the “booty” (aka. Treasure) is to fight it out on the sea. Wreck Deck allows players to fight out their wildest pirate dreams and battle each other out on the […]

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Program: Programming

5SD037-Big game Project week 2

Hi,
my name is Gabriel Stoffel and i am the producer and lead tech of our current project named The wreck Deck. In the Wreck Deck two captains given the same copy of a treasure map find each other crossing paths and the only way to solve who gets to keep the “booty” (aka. Treasure) is to fight it out on the sea. Wreck Deck allows players to fight out their wildest pirate dreams and battle each other out on the […]

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Program: Programming

BGP: Refracted Fate – Redesigning Map Layout

Hello everyone, this week I will be talking about redesigning layout, as it’s what I have mostly been doing since the last update. (and other small fixes here and there).
Redesigning map layout
The redesign on the map mostly came from the player data we gathered earlier, it was originally done to create a better flow true the game, however, after also detecting we would likely not be able to finish the last room, we decided to polish the first room and […]

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Program: Programming

BGP: Refracted Fate – Redesigning Map Layout

Hello everyone, this week I will be talking about redesigning layout, as it’s what I have mostly been doing since the last update. (and other small fixes here and there).
Redesigning map layout
The redesign on the map mostly came from the player data we gathered earlier, it was originally done to create a better flow true the game, however, after also detecting we would likely not be able to finish the last room, we decided to polish the first room and […]

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Program: Programming

Fast Gear – Week 7

In order to move the AI they have a force applied to their rigidbodies in the z-axis that pushes them forward. We use a property of the rigidbody called drag, which is how much air resistance the car will have when forces are applied to them. It is a scale from 0 to infinity where 0 is no resistance at all and infinity makes them unable to move. We are using drag to make the cars stick to the road […]

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Program: Programming

Fast Gear – Week 7

In order to move the AI they have a force applied to their rigidbodies in the z-axis that pushes them forward. We use a property of the rigidbody called drag, which is how much air resistance the car will have when forces are applied to them. It is a scale from 0 to infinity where 0 is no resistance at all and infinity makes them unable to move. We are using drag to make the cars stick to the road […]

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Program: Programming

Fast Gear Blog 3

Denna vecka har arbetet med positioneringen av samtliga bilar i spelet under fortsatt utveckling. Till att börja med så blev alla checkpoints placerade runtom på banan och blivit inlagda i en lista för att på ett lättare sätt bestämma vilken ordning alla checkpoints skall passeras.  På detta sätt bestämmer jag att när bilarna korsat sista checkpointen i listan så har de åkt ett helt varv.  Med hjälp av denna kan jag kontrollera vilka bilar som har åkt flest varv och passerat flest […]

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Program: Programming

Fast Gear Blog 3

Denna vecka har arbetet med positioneringen av samtliga bilar i spelet under fortsatt utveckling. Till att börja med så blev alla checkpoints placerade runtom på banan och blivit inlagda i en lista för att på ett lättare sätt bestämma vilken ordning alla checkpoints skall passeras.  På detta sätt bestämmer jag att när bilarna korsat sista checkpointen i listan så har de åkt ett helt varv.  Med hjälp av denna kan jag kontrollera vilka bilar som har åkt flest varv och passerat flest […]

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Program: Programming

Sound of Life – Digging sequence

Hallo everyone!
I’m back and this time I will talk about the “digging” in our game. When you think that you have wound a survivor you will have to dig them up. It is just one thing, you are not actually digging and their is a simple explanation for why, we do not have the time. We only have eight weeks to make the game and we did not want to spend have of that on a digging mechanic. Instead all […]

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Program: Programming

Sound of Life – Digging sequence

Hallo everyone!
I’m back and this time I will talk about the “digging” in our game. When you think that you have wound a survivor you will have to dig them up. It is just one thing, you are not actually digging and their is a simple explanation for why, we do not have the time. We only have eight weeks to make the game and we did not want to spend have of that on a digging mechanic. Instead all […]

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Program: Programming

[5SD037] Behaviour Trees

So in this blog post I will write about my latest work. Lately I have mostly been working on artificial intelligence. For this project I chose BTs (Short for Behaviour Trees), because they are popular and I think it something every programmer should know. Whether you are a gameplay or artificial intelligence programmer. I first spent a lot of time researching and trying to find a good and cheap library/framework implementation of BTs by someone else. However I came to the conclusion it […]

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Program: Programming

[5SD037] Behaviour Trees

So in this blog post I will write about my latest work. Lately I have mostly been working on artificial intelligence. For this project I chose BTs (Short for Behaviour Trees), because they are popular and I think it something every programmer should know. Whether you are a gameplay or artificial intelligence programmer. I first spent a lot of time researching and trying to find a good and cheap library/framework implementation of BTs by someone else. However I came to the conclusion it […]

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Program: Programming

Cleaning and optimizing

This weeks’ blog will not be about the Human character, as the previous ones were, but will instead be about the Demon class. The Demon class was not as well planned and structured as other parts of the project. The reasson has been that no one has taken it as their field of work, which has made it into a class where codes got dumped into. I took the responsibility to clean it as the other members are busy with other code parts in the projects […]

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Program: Programming

Cleaning and optimizing

This weeks’ blog will not be about the Human character, as the previous ones were, but will instead be about the Demon class. The Demon class was not as well planned and structured as other parts of the project. The reasson has been that no one has taken it as their field of work, which has made it into a class where codes got dumped into. I took the responsibility to clean it as the other members are busy with other code parts in the projects […]

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Program: Programming