FAST GEAR Blog 2

Denna vecka som programmerare har jag fokuserat att utveckla ett slags positioning system där spelet känner av vilken bil som ligger först och vilken bil som ligger tvåa o.s.v. Vi har gemensamt i gruppen diskuterat vad som är den bästa lösningen för att göra ett sådant system och kommit fram till att vi måste sätta ut checkpoints runtom på banan och med hjälp av dom bestämma vem som leder.  Det fungerar så att scriptet på dessa checkpoints skall känna av […]

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Program: Programming

FAST GEAR Blog 2

Denna vecka som programmerare har jag fokuserat att utveckla ett slags positioning system där spelet känner av vilken bil som ligger först och vilken bil som ligger tvåa o.s.v. Vi har gemensamt i gruppen diskuterat vad som är den bästa lösningen för att göra ett sådant system och kommit fram till att vi måste sätta ut checkpoints runtom på banan och med hjälp av dom bestämma vem som leder.  Det fungerar så att scriptet på dessa checkpoints skall känna av […]

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Program: Programming

Week 5 First Animation (ever)

This week saw me taking my first steps into animation programming, resolving how to code to move a character according to input and the speed it was traveling.
Unity’s animation solution is a new type of challenge, but not entirely. It is mainly built up from State Machines https://www.techopedia.com/definition/16447/state-machine , something which a programmer might be more familiar with than an artist.  What these boil down to are devices or programs that produce a certain type of output depending […]

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Program: Programming

Week 5 First Animation (ever)

This week saw me taking my first steps into animation programming, resolving how to code to move a character according to input and the speed it was traveling.
Unity’s animation solution is a new type of challenge, but not entirely. It is mainly built up from State Machines https://www.techopedia.com/definition/16447/state-machine , something which a programmer might be more familiar with than an artist.  What these boil down to are devices or programs that produce a certain type of output depending […]

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Program: Programming

Camera design and programming

Hello everyone!
The last few weeks have been a lot about the camera design of our game, and programming it, so this post will explain why the camera is the way it is, and how it was programmed.
Camera design
At first we wanted to have a different camera angle for every event, and also that the camera should be static in its position, and straight up just use a look at function to follow the player. We quickly realized after a playtest that […]

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Program: Programming

Camera design and programming

Hello everyone!
The last few weeks have been a lot about the camera design of our game, and programming it, so this post will explain why the camera is the way it is, and how it was programmed.
Camera design
At first we wanted to have a different camera angle for every event, and also that the camera should be static in its position, and straight up just use a look at function to follow the player. We quickly realized after a playtest that […]

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Program: Programming

BGP Two: Making stuff glow.

Today I created a shader in Shader Forge for making certain player-interactable objects glow, to help set them apart from the environment.

This was the end result. And now I’ll go over the process of creating this effect. Hopefully I can make myself understood!
First of all, I don’t understand how to do everything in shaders, so the first thing i did was to try and find a tutorial. I found this picture using google. The part I’m […]

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Program: Graphics

BGP Two: Making stuff glow.

Today I created a shader in Shader Forge for making certain player-interactable objects glow, to help set them apart from the environment.

This was the end result. And now I’ll go over the process of creating this effect. Hopefully I can make myself understood!
First of all, I don’t understand how to do everything in shaders, so the first thing i did was to try and find a tutorial. I found this picture using google. The part I’m […]

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Program: Graphics

Amenti week 5 BGP

Half the course is now almost done and the project is taking form. Art is starting to find its way into the game and the mechanics are pretty much done. This week was the alpha deadline and we were all working hard to make the game playable with an easy progression through the game.
New Blueprint
But first I fixed a blueprint so that we could use it more dynamically. The blueprint used to only be able to move a Pillar_BP reference […]

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Program: Programming

Amenti week 5 BGP

Half the course is now almost done and the project is taking form. Art is starting to find its way into the game and the mechanics are pretty much done. This week was the alpha deadline and we were all working hard to make the game playable with an easy progression through the game.
New Blueprint
But first I fixed a blueprint so that we could use it more dynamically. The blueprint used to only be able to move a Pillar_BP reference […]

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Program: Programming

More textures

Because of the deadline for uploading screenshots and logos is tomorrow I’ve been starting to texture a lot so I have something to take screenshots of. Because of our game we need to make two textures for each model so it takes a bit longer to do. It’s a good thing we have photoshop because if it’s only color difference and not something else I can only do one in substance painter and then make the other one in photoshop […]

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Program: Graphics

More textures

Because of the deadline for uploading screenshots and logos is tomorrow I’ve been starting to texture a lot so I have something to take screenshots of. Because of our game we need to make two textures for each model so it takes a bit longer to do. It’s a good thing we have photoshop because if it’s only color difference and not something else I can only do one in substance painter and then make the other one in photoshop […]

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Program: Graphics

BGP – Day 29

Deciding what to cut, design and animation
During this Monday i continued finishing up the animations that is considered to be number one priority. These are prioritized by looking at what animations are required to play the game and communicate our mechanics. For example a walk animation may not be needed since you can steer a character in a game without a walk animation.
But since we are using whats called true first person*, a walk animation suddenly is important since the […]

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Program: Graphics

BGP – Day 29

Deciding what to cut, design and animation
During this Monday i continued finishing up the animations that is considered to be number one priority. These are prioritized by looking at what animations are required to play the game and communicate our mechanics. For example a walk animation may not be needed since you can steer a character in a game without a walk animation.
But since we are using whats called true first person*, a walk animation suddenly is important since the […]

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Program: Graphics

Amenti – 4

I have done a lot of design work on the Horusroom and at this point I am pretty satisfied with how it is.  I also worked some on feedback to make the player understand that he/she is doing something right and is on the right track.

Here is an image when the player first enters the Horus room. The first thing the player sees is a round kinda wierd looking thing on the wall with arms sticking out of it, and […]

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Program: Programming

Amenti – 4

I have done a lot of design work on the Horusroom and at this point I am pretty satisfied with how it is.  I also worked some on feedback to make the player understand that he/she is doing something right and is on the right track.

Here is an image when the player first enters the Horus room. The first thing the player sees is a round kinda wierd looking thing on the wall with arms sticking out of it, and […]

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Program: Programming

Week 2: Production of goblin tools and the rise of the orc patient

At the beginning of this week I made the mesh for the bellows that was designed last Friday.  
Differences between concept and result is firstly some extra wonkiness, it was needed because Goblin doctors art style is handmade with clearly defined and exaggerated shapes. The concept was a bit too flat. Secondly, I also added some more details to the shield top, with this design I want to show that it once was a shield used in war by orcs […]

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Program: Graphics

Week 2: Production of goblin tools and the rise of the orc patient

At the beginning of this week I made the mesh for the bellows that was designed last Friday.  
Differences between concept and result is firstly some extra wonkiness, it was needed because Goblin doctors art style is handmade with clearly defined and exaggerated shapes. The concept was a bit too flat. Secondly, I also added some more details to the shield top, with this design I want to show that it once was a shield used in war by orcs […]

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Program: Graphics

Press conference scene.

So, the game will have the character-dialogues to further your relationship with each of the main characters, but there’s another important thing that you do between races: Press-conferences.
Now, this isn’t that different from your interactions with the characters, but in presentation we wanted to make it more distinct, instead of just having a dialogue-box with different portraits above it like all the other times. This would also make it easier to communicate that the player is talking to a mass […]

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Program: Game Design

Press conference scene.

So, the game will have the character-dialogues to further your relationship with each of the main characters, but there’s another important thing that you do between races: Press-conferences.
Now, this isn’t that different from your interactions with the characters, but in presentation we wanted to make it more distinct, instead of just having a dialogue-box with different portraits above it like all the other times. This would also make it easier to communicate that the player is talking to a mass […]

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Program: Game Design

First post: Motion Capture

Perhaps a day or two late (try four weeks Linda, get your shit together), but better late than never!
This first ever blog post about our game Rune Mages will cover very beginning of my work on the animations. Being the Lead Animator I felt like that would be a suitable subject.
I decided to use Motion Capture for our game since we will have four characters, all with unique and individual animations. Doing them by hand would have been way […]

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Program: Programming

First post: Motion Capture

Perhaps a day or two late (try four weeks Linda, get your shit together), but better late than never!
This first ever blog post about our game Rune Mages will cover very beginning of my work on the animations. Being the Lead Animator I felt like that would be a suitable subject.
I decided to use Motion Capture for our game since we will have four characters, all with unique and individual animations. Doing them by hand would have been way […]

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Program: Programming

Cave Craving

Hello again!
Somnium is in a way a linear game, but at the same time, we want the player to explore as well. So in other words, you can go straight to solving the puzzles to complete the game, but there is a world to explore as well if you want.
Creating different routes to take from point A to point B is what I have been working on today. For instance, you can cross a river and walk past an opening […]

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Program: Graphics

Cave Craving

Hello again!
Somnium is in a way a linear game, but at the same time, we want the player to explore as well. So in other words, you can go straight to solving the puzzles to complete the game, but there is a world to explore as well if you want.
Creating different routes to take from point A to point B is what I have been working on today. For instance, you can cross a river and walk past an opening […]

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Program: Graphics