My Fourth Game Design Blog Post –Handling The Scenes.

Today, I’m going to write about less programming bur more about meddling with the Unity itself. What I mean by that is that I will write how to manage scenes and buttons that load up scenes in Unity with the help of code.
Basically, managing scenes is simple but you can get somewhat lost if you don’t know what you are doing. When we create a scene and we save it as something we usually start doing something in it. A […]

/ Comments Off on My Fourth Game Design Blog Post –Handling The Scenes.
Program: Programming

My Fourth Game Design Blog Post –Handling The Scenes.

Today, I’m going to write about less programming bur more about meddling with the Unity itself. What I mean by that is that I will write how to manage scenes and buttons that load up scenes in Unity with the help of code.
Basically, managing scenes is simple but you can get somewhat lost if you don’t know what you are doing. When we create a scene and we save it as something we usually start doing something in it. A […]

/ Comments Off on My Fourth Game Design Blog Post –Handling The Scenes.
Program: Programming

Preparing for the Beta

Hello reader and welcome to my fourth blog post!
This week everything is about the beta. Since everything that you want in the game has to be in the game by monday, the programmers and artists are hard at work trying to get everything done for monday and I am trying my best to help them in any way I can, but since I cannot program or draw at all, my help in that sense is very limited. I myself am […]

/ Comments Off on Preparing for the Beta

Preparing for the Beta

Hello reader and welcome to my fourth blog post!
This week everything is about the beta. Since everything that you want in the game has to be in the game by monday, the programmers and artists are hard at work trying to get everything done for monday and I am trying my best to help them in any way I can, but since I cannot program or draw at all, my help in that sense is very limited. I myself am […]

/ Comments Off on Preparing for the Beta

Now you’re thinking with portals!

This week I’ve been working on various things, and most of it has been animations (with some GUI tweaks/additions). While animation by itself is interesting topic, it’s probably less interesting to read about how I applied the 12 principles of animation for our characters. An animated portal on the other hand is a bit different, due to the variety and expectations of motion they present. For out game we want a portal for the character to exit through after the […]

/ Comments Off on Now you’re thinking with portals!
Program: Graphics

Now you’re thinking with portals!

This week I’ve been working on various things, and most of it has been animations (with some GUI tweaks/additions). While animation by itself is interesting topic, it’s probably less interesting to read about how I applied the 12 principles of animation for our characters. An animated portal on the other hand is a bit different, due to the variety and expectations of motion they present. For out game we want a portal for the character to exit through after the […]

/ Comments Off on Now you’re thinking with portals!
Program: Graphics

Power up selection.

This week we have been trying to implement the final features we want in the game before the beta. I’ve primarily worked on the power ups and the power up selection system. As I mentioned in the previous blog post, we want the player to be able to pick up magical scrolls on the first level where you must flee. We have changed it bit as we might not be able to do different variations on the spells as we […]

/ Comments Off on Power up selection.
Program: Programming

Power up selection.

This week we have been trying to implement the final features we want in the game before the beta. I’ve primarily worked on the power ups and the power up selection system. As I mentioned in the previous blog post, we want the player to be able to pick up magical scrolls on the first level where you must flee. We have changed it bit as we might not be able to do different variations on the spells as we […]

/ Comments Off on Power up selection.
Program: Programming

Getting our background off the ground.

 
Hey!
This week, I’ll be talking about an asset I made a while ago, a modular scenery generator / spawner. This’ll be a coding post themed around graphics but not really.
The game I’m working on with my group, “Burn Witch, Burn!”, is a top down shooter with a scrolling background. While making the backgrounds for the game, I deliberately wanted to avoid making the objects in them, such as the trees, rocks, and houses, part of the background. I wanted to […]

/ Comments Off on Getting our background off the ground.
Program: Graphics

Getting our background off the ground.

 
Hey!
This week, I’ll be talking about an asset I made a while ago, a modular scenery generator / spawner. This’ll be a coding post themed around graphics but not really.
The game I’m working on with my group, “Burn Witch, Burn!”, is a top down shooter with a scrolling background. While making the backgrounds for the game, I deliberately wanted to avoid making the objects in them, such as the trees, rocks, and houses, part of the background. I wanted to […]

/ Comments Off on Getting our background off the ground.
Program: Graphics

The Fourth Blogpost

Hello. Today I’m a little out of ideas since we’re not really implementing anything new anymore and only polishing the things we have so I will be talking about something that a lot of people mentioned during the playtesting session this monday, the boundaries around the path. You were able to move around the map however you wanted which was really broken because you are being chased by an angry mob which you could run around and come behind. The […]

/ Comments Off on The Fourth Blogpost
Program: Programming

The Fourth Blogpost

Hello. Today I’m a little out of ideas since we’re not really implementing anything new anymore and only polishing the things we have so I will be talking about something that a lot of people mentioned during the playtesting session this monday, the boundaries around the path. You were able to move around the map however you wanted which was really broken because you are being chased by an angry mob which you could run around and come behind. The […]

/ Comments Off on The Fourth Blogpost
Program: Programming

BETA PRESENTATION PREPARATIONS

Dear Blog. This week has been more than just intense, the final week before the BETA deadline for our game development project. My group and I have constantly been working at our headquarters location to try to finish every aspect and feature of our game so far. I have myself been very busy with creating the BETA presentation that is coming up on march 6. Going back in time to my last presentation at the Alpha, I must say that […]

/ Comments Off on BETA PRESENTATION PREPARATIONS

BETA PRESENTATION PREPARATIONS

Dear Blog. This week has been more than just intense, the final week before the BETA deadline for our game development project. My group and I have constantly been working at our headquarters location to try to finish every aspect and feature of our game so far. I have myself been very busy with creating the BETA presentation that is coming up on march 6. Going back in time to my last presentation at the Alpha, I must say that […]

/ Comments Off on BETA PRESENTATION PREPARATIONS

Blog Post #4

HeyGuys (Twitch reference for anyone wondering),
For this week I’m going to write about one of the things I mentioned during the Alpha presentation that my team decided to work some more on, since we weren’t satisfied with the previous outcome. We were not happy with the map/level layout for the Alpha deadline. It was clear after the first playtesting that this issue brought up a lot of confusion and annoyance for our playtesters and we realized this was a critical […]

/ Comments Off on Blog Post #4
Program: Programming

Blog Post #4

HeyGuys (Twitch reference for anyone wondering),
For this week I’m going to write about one of the things I mentioned during the Alpha presentation that my team decided to work some more on, since we weren’t satisfied with the previous outcome. We were not happy with the map/level layout for the Alpha deadline. It was clear after the first playtesting that this issue brought up a lot of confusion and annoyance for our playtesters and we realized this was a critical […]

/ Comments Off on Blog Post #4
Program: Programming

Wave Announcement (Coding) – Week 4

This week, i am going to write about one of the latest additions to our game Selfish, which is the wave announcement.
One of the things written in our feedback, was that the enemy waves were spawning quite fast and without warning. With that in mind, we decided to make a wave announcement UI, that would pop into the screen right before the enemy wave appeared. While that was seemingfully simple, it turned out to become quite a headache. One of […]

/ Comments Off on Wave Announcement (Coding) – Week 4
Program: Programming

Wave Announcement (Coding) – Week 4

This week, i am going to write about one of the latest additions to our game Selfish, which is the wave announcement.
One of the things written in our feedback, was that the enemy waves were spawning quite fast and without warning. With that in mind, we decided to make a wave announcement UI, that would pop into the screen right before the enemy wave appeared. While that was seemingfully simple, it turned out to become quite a headache. One of […]

/ Comments Off on Wave Announcement (Coding) – Week 4
Program: Programming

Blog 4 – Week 9

The Importance of Sound: Do you hear that?
This week I was tasked with making the sound for the game and coding the scripts that made it work. Though first trying to learn and figure out how to implement sound effects was a bit difficult but once I figured it out I could apply the knowledge to all the other instances of sound effects that we wanted in our game. The first thing I worked on when trying to figure things out […]

/ Comments Off on Blog 4 – Week 9
Program: Programming

Blog 4 – Week 9

The Importance of Sound: Do you hear that?
This week I was tasked with making the sound for the game and coding the scripts that made it work. Though first trying to learn and figure out how to implement sound effects was a bit difficult but once I figured it out I could apply the knowledge to all the other instances of sound effects that we wanted in our game. The first thing I worked on when trying to figure things out […]

/ Comments Off on Blog 4 – Week 9
Program: Programming

Dancing Seaweed

Herrow,
Today I made some fun polish and tweaking to the fishbowl carnage that is our interpretation of the Selfish game concept.
Now when most of our animations have been implemented, and most stuff is is running along smoothly whilst still hurrying to get all the stuff into the game before the Beta, I started trying out anima2d. Anima 2d is a downloadable animator tool in Unity which makes animating still pictures easy with its bone structure system.
 
To give the player additional […]

/ Comments Off on Dancing Seaweed
Program: Graphics

Dancing Seaweed

Herrow,
Today I made some fun polish and tweaking to the fishbowl carnage that is our interpretation of the Selfish game concept.
Now when most of our animations have been implemented, and most stuff is is running along smoothly whilst still hurrying to get all the stuff into the game before the Beta, I started trying out anima2d. Anima 2d is a downloadable animator tool in Unity which makes animating still pictures easy with its bone structure system.
 
To give the player additional […]

/ Comments Off on Dancing Seaweed
Program: Graphics

Animating Stephen

I am going to write about an artifact I made last week. This artifact is a swimming animation I made for the main character Stephen.
I started out with the placeholder, looking at it and I thinking about how the fin should move to make it look like the player character is swimming. I thought the frame by frame method (which is drawing one frame at a time, to make an animation) would be most suitable for the character considering the […]

/ Comments Off on Animating Stephen
Program: Graphics

Animating Stephen

I am going to write about an artifact I made last week. This artifact is a swimming animation I made for the main character Stephen.
I started out with the placeholder, looking at it and I thinking about how the fin should move to make it look like the player character is swimming. I thought the frame by frame method (which is drawing one frame at a time, to make an animation) would be most suitable for the character considering the […]

/ Comments Off on Animating Stephen
Program: Graphics