GameDev Xmas Challenge – Day 2: System code
Another day and another hour done! Working on a fresh new project often means that you’ll spend the first half of the project coding the underlying system, so sorry in advance for the lack of cool images in this post Hopefully the time-lapse is cool enough!
Today I worked mostly on the turn-based nature of the gameplay. When a player now clicks on their chosen tile the camera moves back to viewing all sections and the next player can make […]
GameDev Xmas Challenge – Day 2: System code
Another day and another hour done! Working on a fresh new project often means that you’ll spend the first half of the project coding the underlying system, so sorry in advance for the lack of cool images in this post Hopefully the time-lapse is cool enough!
Today I worked mostly on the turn-based nature of the gameplay. When a player now clicks on their chosen tile the camera moves back to viewing all sections and the next player can make […]
GameDev Xmas Challenge – Day 1: Setup and prototyping!
Challenge?
A friend of mine made me aware of a post on the Unreal Engine 4 Developer Community Facebook group about a personal challenge blogged on nerd-time.com which I saw a great opportunity and motivation to get some side-projects done! Basically the challenge is this: Develop a game for 1 hour a day until the 24th. Simple as that. The challenge isn’t something hardcore and heavily organized with prizes and stuff but it is a great little motivation […]
GameDev Xmas Challenge – Day 1: Setup and prototyping!
Challenge?
A friend of mine made me aware of a post on the Unreal Engine 4 Developer Community Facebook group about a personal challenge blogged on nerd-time.com which I saw a great opportunity and motivation to get some side-projects done! Basically the challenge is this: Develop a game for 1 hour a day until the 24th. Simple as that. The challenge isn’t something hardcore and heavily organized with prizes and stuff but it is a great little motivation […]
Achievement unlocked!
The last couple of months I’ve been working on an achievement system. The goal is to sell the asset on the Unity store. There are already a few of them out there, but what we offer, we consider unique. But no development goes without a hitch and right now I’m in the middle of the biggest one. Ok, that’s a lie, it’s a big structural change in the code, that’s all, but biggest hitch sounds better 😛 .
The system itself […]
Achievement unlocked!
The last couple of months I’ve been working on an achievement system. The goal is to sell the asset on the Unity store. There are already a few of them out there, but what we offer, we consider unique. But no development goes without a hitch and right now I’m in the middle of the biggest one. Ok, that’s a lie, it’s a big structural change in the code, that’s all, but biggest hitch sounds better 😛 .
The system itself […]
Spelprog v.3-4
Vi har jobbat en hel del med kamera och textureringar.
Först om kameran. Det man kan göra med kameran nu är att gå fram och bak och åt sidorna. När man gör det så blir blocket som man ritar ut större och mindre beroende på hur nära man är.
Saker att tänka på när man håller på med kamera:
Man vill inte rita ut saker man inte ser. Scenen ska ta referens till kamera, så man tar bort saker man INTE ser. Ekvationen […]
Spelprog v.3-4
Vi har jobbat en hel del med kamera och textureringar.
Först om kameran. Det man kan göra med kameran nu är att gå fram och bak och åt sidorna. När man gör det så blir blocket som man ritar ut större och mindre beroende på hur nära man är.
Saker att tänka på när man håller på med kamera:
Man vill inte rita ut saker man inte ser. Scenen ska ta referens till kamera, så man tar bort saker man INTE ser. Ekvationen […]
MoCap shoot & Georgian house
I feel like I’m suddenly much worse at updating this blog. Let’s fix that!
In the past two weeks I have been working with MoCap and 3DII, which has been interesting.
In our MoCap class our assignment has been to shoot some takes involving a staff, and later to clean those takes. I did the shoot with two other guys, and I got to be the actor!
It was a lot of fun 🙂 I’ve never done any acting before, but I like to […]
MoCap shoot & Georgian house
I feel like I’m suddenly much worse at updating this blog. Let’s fix that!
In the past two weeks I have been working with MoCap and 3DII, which has been interesting.
In our MoCap class our assignment has been to shoot some takes involving a staff, and later to clean those takes. I did the shoot with two other guys, and I got to be the actor!
It was a lot of fun 🙂 I’ve never done any acting before, but I like to […]
Hey, look over there! Week 3, Perspective
This week my assignment were to draw an air plane and a car in a two-point perspective scene. For me, this was a really challenging assignment to draw. I did have some basic knowledge of perspective from when I was younger. But I’ve always been really bad at it. And it didn’t help either that I often remake things over and over again, because I feel its not good enough (can drag out the time). But when drawing this assignment, […]
Hey, look over there! Week 3, Perspective
This week my assignment were to draw an air plane and a car in a two-point perspective scene. For me, this was a really challenging assignment to draw. I did have some basic knowledge of perspective from when I was younger. But I’ve always been really bad at it. And it didn’t help either that I often remake things over and over again, because I feel its not good enough (can drag out the time). But when drawing this assignment, […]
Working Arena Mode
This week have been good. I got plenty of work on the second enemy and it is all but implemented now. I also implemented a system for spawning enemies in a wave form with the order and types of enemies dictated by a pre-determined list of variables. Sadly a somewhat crude way.
The second enemy works similarly to the first which finds a player and runs towards it to attack. If no player can be spotted, it instead finds an instance […]
Working Arena Mode
This week have been good. I got plenty of work on the second enemy and it is all but implemented now. I also implemented a system for spawning enemies in a wave form with the order and types of enemies dictated by a pre-determined list of variables. Sadly a somewhat crude way.
The second enemy works similarly to the first which finds a player and runs towards it to attack. If no player can be spotted, it instead finds an instance […]
Landlord´s Quest
Landlord´s QuestBoardgameAdvanced Game Design Course
The last assignment of my course Advanced Game Design was to together with a team of five classmates in two weeks time analyse six boardgames gain inspiration and then create a own board game within the time period of two weeks. Within this time period team Ghoul created a boardgame called Landlord’s Quest.
About the boardgame Landlord´s QuestLandlord´s Quest is a world building game where 2-6 players have to build a world with tiles […]
Landlord´s Quest
Landlord´s QuestBoardgameAdvanced Game Design Course
The last assignment of my course Advanced Game Design was to together with a team of five classmates in two weeks time analyse six boardgames gain inspiration and then create a own board game within the time period of two weeks. Within this time period team Ghoul created a boardgame called Landlord’s Quest.
About the boardgame Landlord´s QuestLandlord´s Quest is a world building game where 2-6 players have to build a world with tiles […]
Spelprog v.2
Denna vecka har vi fått lära oss att rita ut 3D objekt! Vi har fått lära oss saker som ”Vertex, shader, buffer”.
Vertex – Vertriser, är punkter i ett objekt som har koordinater. Med vertriserna ritar vi ut trianglar och med flera trianglar får vi ut olika 3D objekt.
Shader – När det gäller datorgrafik, är en Shader ett datorprogram som används för att göra shading: produktion av lämpliga nivåer av färg i en bild, eller, i modern tid, också att skapa specialeffekter eller […]
Spelprog v.2
Denna vecka har vi fått lära oss att rita ut 3D objekt! Vi har fått lära oss saker som ”Vertex, shader, buffer”.
Vertex – Vertriser, är punkter i ett objekt som har koordinater. Med vertriserna ritar vi ut trianglar och med flera trianglar får vi ut olika 3D objekt.
Shader – När det gäller datorgrafik, är en Shader ett datorprogram som används för att göra shading: produktion av lämpliga nivåer av färg i en bild, eller, i modern tid, också att skapa specialeffekter eller […]
Week 2, Constructing a character
This week I had to choose one thumbnail out of my twenty, that I made last week. I had to choose one, because our assignment this week was to construct a character out of it. This, for me was really hard. It took almost the whole week to settle on one idea. But I finally did it, and I think I’ve made a good choice.
I chose the androgynous Asian child. I did this because I felt it was the most […]
Week 2, Constructing a character
This week I had to choose one thumbnail out of my twenty, that I made last week. I had to choose one, because our assignment this week was to construct a character out of it. This, for me was really hard. It took almost the whole week to settle on one idea. But I finally did it, and I think I’ve made a good choice.
I chose the androgynous Asian child. I did this because I felt it was the most […]
Effective day.
Been really efficient today, i got plenty of tasks done. Smaller tasks than the ones on Asana but still got them done.
First i worked on implementing the aiming system i worked on yesterday to all the spells, turns out you need to add the original position to the directional vector(times the travel distance of course) in order to find the end location for the spell. Anyways all spells now uses the object reference found in the player class as their […]
Effective day.
Been really efficient today, i got plenty of tasks done. Smaller tasks than the ones on Asana but still got them done.
First i worked on implementing the aiming system i worked on yesterday to all the spells, turns out you need to add the original position to the directional vector(times the travel distance of course) in order to find the end location for the spell. Anyways all spells now uses the object reference found in the player class as their […]
