BGP – Day 38

Swedish Game Awards – SGA
Today is the day that we will apply our game to SGA which included a lot of polishing. First of I added more feedback to the fires, then I changed a animation for the characters right hand. I also changed the base size for the larger oil fires. Then I stayed to get the game ready to be submitted to SGA. Sadly we had some issues, where some of the puzzles can’t be compleated, but only […]

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Program: Graphics

BGP – Day 38

Swedish Game Awards – SGA
Today is the day that we will apply our game to SGA which included a lot of polishing. First of I added more feedback to the fires, then I changed a animation for the characters right hand. I also changed the base size for the larger oil fires. Then I stayed to get the game ready to be submitted to SGA. Sadly we had some issues, where some of the puzzles can’t be compleated, but only […]

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Program: Graphics

BGP – Day 37

BETA
During this day we had a BETA play through with a jury consisting of two of our teachers and the response was overall positive. Where much of the critique was against having our animations communicate more clearly what can be done. I believe they have these issues since they are not displayed as intended. As when they have been added to the game they get mixed up, since they seem to cut each other off whenever you push a button.
This is […]

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Program: Graphics

BGP – Day 37

BETA
During this day we had a BETA play through with a jury consisting of two of our teachers and the response was overall positive. Where much of the critique was against having our animations communicate more clearly what can be done. I believe they have these issues since they are not displayed as intended. As when they have been added to the game they get mixed up, since they seem to cut each other off whenever you push a button.
This is […]

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Program: Graphics

BGP 2017 Fast Gear: Lighting and Post Processing.

 
As of now, we’re finished with making the assets and the track is more or less done. All that’s left is to basically polish it up a bit, add some details or additional props just for the sake of ”filling it out” a bit. However this will be left for later for when we’ve got the time for it since the track could already be considered done. We’ve also had our Beta testing this week which went ok. Mostly because […]

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Program: Graphics

BGP 2017 Fast Gear: Lighting and Post Processing.

 
As of now, we’re finished with making the assets and the track is more or less done. All that’s left is to basically polish it up a bit, add some details or additional props just for the sake of ”filling it out” a bit. However this will be left for later for when we’ve got the time for it since the track could already be considered done. We’ve also had our Beta testing this week which went ok. Mostly because […]

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Program: Graphics

update #5 particle effects

So the game is nearing completion. all the the envirmonet is done and all teh cars are implemented but it’s missing some flair.
We have started add sound and it helps alot with seeling the game, making the cars seem faster and mor powerfull. But it still feels a bit empty.
So i’ve spent the day making particle effects. i actually started way earlier making frame animations but had issuess with implementing them in unitys particle sytem, it wasn’t until today that […]

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Program: Graphics

update #5 particle effects

So the game is nearing completion. all the the envirmonet is done and all teh cars are implemented but it’s missing some flair.
We have started add sound and it helps alot with seeling the game, making the cars seem faster and mor powerfull. But it still feels a bit empty.
So i’ve spent the day making particle effects. i actually started way earlier making frame animations but had issuess with implementing them in unitys particle sytem, it wasn’t until today that […]

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Program: Graphics

Playtesting and More… Much More.

Hey everyone,
Sorry for the long pause between blog posts but these past few weeks have been crazy busy… Even busier than the previous post stated!!
So here’s a few things that the group has been up to this past week… Mainly finalising and polishing everything we currently have and getting ready for our hand in dates for Gotland Game Conference (GGC) and Swedish Game Awards (SGA).
Our game has come on leaps and bounds into the 3D world and there’s been plenty of play […]

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Program: Graphics

Playtesting and More… Much More.

Hey everyone,
Sorry for the long pause between blog posts but these past few weeks have been crazy busy… Even busier than the previous post stated!!
So here’s a few things that the group has been up to this past week… Mainly finalising and polishing everything we currently have and getting ready for our hand in dates for Gotland Game Conference (GGC) and Swedish Game Awards (SGA).
Our game has come on leaps and bounds into the 3D world and there’s been plenty of play […]

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Program: Graphics

Alpha sprint

Towards the end of last week (week 3) we had our alpha deadline. This meant starting the week by compiling the feedback from the play-test so that we could tweak and change what was needed. Several bugs with the AI was presented and fixed as well.
This week mostly persisted of get what we had working good as well as putting in a joint effort to get an actual scene to play in with terrain, white boxing and level design.
My main area […]

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Program: Programming

Alpha sprint

Towards the end of last week (week 3) we had our alpha deadline. This meant starting the week by compiling the feedback from the play-test so that we could tweak and change what was needed. Several bugs with the AI was presented and fixed as well.
This week mostly persisted of get what we had working good as well as putting in a joint effort to get an actual scene to play in with terrain, white boxing and level design.
My main area […]

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Program: Programming

BGP – Day 36

Night before Beta presentation
This was a long day since I spent many hours adding small details to our level. During the day it started with creating a small mesh for a stone that I would use as part of a particle. The particle was a sand/dust particle that would activate when a player uses a elevator. Here it is:

Then I checked the different fires in one of my test levels so that they all looked different from one another and […]

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Program: Graphics

BGP – Day 36

Night before Beta presentation
This was a long day since I spent many hours adding small details to our level. During the day it started with creating a small mesh for a stone that I would use as part of a particle. The particle was a sand/dust particle that would activate when a player uses a elevator. Here it is:

Then I checked the different fires in one of my test levels so that they all looked different from one another and […]

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Program: Graphics

Captain’s log, stardate 94979.93.

We are approaching the Gotland Game Conference at a rapid pace, and despite many tasks ahead I thought I would log process of the Mage character.
Okey, enough Star Trek and let’s get down to business. We’ve just had our Beta presentation (it went okey, much to fix) and the team agreed to take the rest of the day and work on our reports. Since I’m a bit behind on the blogs, I thought I would write down my thoughts on […]

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Program: Programming

Captain’s log, stardate 94979.93.

We are approaching the Gotland Game Conference at a rapid pace, and despite many tasks ahead I thought I would log process of the Mage character.
Okey, enough Star Trek and let’s get down to business. We’ve just had our Beta presentation (it went okey, much to fix) and the team agreed to take the rest of the day and work on our reports. Since I’m a bit behind on the blogs, I thought I would write down my thoughts on […]

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Program: Programming

A very Late week 2

So now there will be a lot of posts in short succession. I’ve done a few outlines of these blogs so now I will finalize them so that you can take part of them which kind of is the whole point of this.
This week i did mostly continued work on the first enemy, the tank. The tank is one of the more basic enemies when it come to behavior, they move slowly towards the players to hit them but also […]

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Program: Programming

A very Late week 2

So now there will be a lot of posts in short succession. I’ve done a few outlines of these blogs so now I will finalize them so that you can take part of them which kind of is the whole point of this.
This week i did mostly continued work on the first enemy, the tank. The tank is one of the more basic enemies when it come to behavior, they move slowly towards the players to hit them but also […]

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Program: Programming

BGP – Vecka 7 & 8

Dessa veckor har fokuset legat på att göra färdigt miljön till spelet, samt att finputsa och lägga till nya modeller för att förgylla miljön i spelet. Vi gjorde golv, väggar och tak helt platta, och lade sedan på en textur på dessa.  Texturen blev ganska bra, men efter att ha testat väggarna och golvet i spelet så tyckte vi att det såg alldeles för platt och tråkigt ut, framförallt i boss rummet. Det var inte spännande alls att slåss i […]

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Program: Game Design

BGP – Vecka 7 & 8

Dessa veckor har fokuset legat på att göra färdigt miljön till spelet, samt att finputsa och lägga till nya modeller för att förgylla miljön i spelet. Vi gjorde golv, väggar och tak helt platta, och lade sedan på en textur på dessa.  Texturen blev ganska bra, men efter att ha testat väggarna och golvet i spelet så tyckte vi att det såg alldeles för platt och tråkigt ut, framförallt i boss rummet. Det var inte spännande alls att slåss i […]

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Program: Game Design

Amenti week 6 BGP

This week I have spent the most on migrating the whole server to a git repository instead of subversion. I made this decision because there were too many problems with the subversion repository. The main problem being that a bug happened which resulted in the affected person had to delete the whole project and then download it again for it to work. After some ten repeats by different people I became fed up with how much time this took from […]

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Program: Programming

Amenti week 6 BGP

This week I have spent the most on migrating the whole server to a git repository instead of subversion. I made this decision because there were too many problems with the subversion repository. The main problem being that a bug happened which resulted in the affected person had to delete the whole project and then download it again for it to work. After some ten repeats by different people I became fed up with how much time this took from […]

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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

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