Weekly blog assignment #3
Hi there and welcome back!
So, this week started a bit late for our group. Our scrum master was not here, so we had our weekly scrum meeting on Tuesday instead, which led to that no one in our group had anything special to do on Monday. So I spent Monday on just reading our code and trying to understand the whole structure better, as this has been and is my greatest flaw in programming. Mostly I read through our Animation […]
Weekly blog assignment #3
Hi there and welcome back!
So, this week started a bit late for our group. Our scrum master was not here, so we had our weekly scrum meeting on Tuesday instead, which led to that no one in our group had anything special to do on Monday. So I spent Monday on just reading our code and trying to understand the whole structure better, as this has been and is my greatest flaw in programming. Mostly I read through our Animation […]
Ammunition Crates
This week has been a fair bit of work under the hood, preparing new things and setting up stuff for a later date. Given this there haven’t been much made to show. Thus this weeks post will talk about ammunition pick-ups.
As mentioned in the post about flares, our projectiles are limited due to the fact that having an endless amount would render the lack of light pointless. However, since it is a limited resource, refills can be an essential part […]
Ammunition Crates
This week has been a fair bit of work under the hood, preparing new things and setting up stuff for a later date. Given this there haven’t been much made to show. Thus this weeks post will talk about ammunition pick-ups.
As mentioned in the post about flares, our projectiles are limited due to the fact that having an endless amount would render the lack of light pointless. However, since it is a limited resource, refills can be an essential part […]
Game Dev: Digging tunnels and flooding them (Group 13)
Hi!
This week, I have been helping out on the programming side of Mole Munch. I started programming for the team last week during the days leading up to the alpha, and have continued helping out with that this week.
My task this week was to work on the tunnel system, which I consider one of our core mechanics. Mole Munch is about constantly switching between surface and dig mode, avoiding gardeners on the surface and water spreading in your tunnel below ground. […]
Game Dev: Digging tunnels and flooding them (Group 13)
Hi!
This week, I have been helping out on the programming side of Mole Munch. I started programming for the team last week during the days leading up to the alpha, and have continued helping out with that this week.
My task this week was to work on the tunnel system, which I consider one of our core mechanics. Mole Munch is about constantly switching between surface and dig mode, avoiding gardeners on the surface and water spreading in your tunnel below ground. […]
Last Signal – Doors and Switches
When the player is traversing through the levels of the Last Signal, we want to have the player want to explore the level that is presented to them. We also wanted the player to have more to do rather than go from point A to point B and shoot the enemies. This was ensured by the creations of doors that blocked off sections of the levels and having switches that the player has to interact with to open the doors.
The doors started […]
Last Signal – Doors and Switches
When the player is traversing through the levels of the Last Signal, we want to have the player want to explore the level that is presented to them. We also wanted the player to have more to do rather than go from point A to point B and shoot the enemies. This was ensured by the creations of doors that blocked off sections of the levels and having switches that the player has to interact with to open the doors.
The doors started […]
Weekly assignment #3 Enemy character – Again.
Hello again!
So this week has been some what of a rerun of the first week. During the first weeks we decided to go with an isometric perspective of our game to play at our strong side, since we were twice the graphic students than we are programmers (4/2). Some problems came and up and our group didn’t have the knowledge to implement isometric graphic to an isometric view. This left us with isometric graphic, which could not be implemented to […]
Weekly assignment #3 Enemy character – Again.
Hello again!
So this week has been some what of a rerun of the first week. During the first weeks we decided to go with an isometric perspective of our game to play at our strong side, since we were twice the graphic students than we are programmers (4/2). Some problems came and up and our group didn’t have the knowledge to implement isometric graphic to an isometric view. This left us with isometric graphic, which could not be implemented to […]
Weekly assignment #3 Enemy character – Again.
Hello again!
So this week has been some what of a rerun of the first week. During the first weeks we decided to go with an isometric perspective of our game to play at our strong side, since we were twice the graphic students than we are programmers (4/2). Some problems came and up and our group didn’t have the knowledge to implement isometric graphic to an isometric view. This left us with isometric graphic, which could not be implemented to […]
Weekly assignment #3 Enemy character – Again.
Hello again!
So this week has been some what of a rerun of the first week. During the first weeks we decided to go with an isometric perspective of our game to play at our strong side, since we were twice the graphic students than we are programmers (4/2). Some problems came and up and our group didn’t have the knowledge to implement isometric graphic to an isometric view. This left us with isometric graphic, which could not be implemented to […]
Dragon song – animations using Thor
With the alpha completed we began the work on the beta. I have mainly worked with the implementation of animation in our game. This blog posts will be about that topic.
Previously to this week I had never animated from a programmers point of view, I have had some very inconsequential experience with animating in flash. When I researched how to animate using SFML I found out about a library extension called Thor. From reading the documentation I saw some functionalities […]
Dragon song – animations using Thor
With the alpha completed we began the work on the beta. I have mainly worked with the implementation of animation in our game. This blog posts will be about that topic.
Previously to this week I had never animated from a programmers point of view, I have had some very inconsequential experience with animating in flash. When I researched how to animate using SFML I found out about a library extension called Thor. From reading the documentation I saw some functionalities […]
Blogpost III – Fancy Mansion
Animating the Equipped Armour
This week I have assigned myself the task to animate the armor while equipped, or worn, by the protagonist. Since I have not done that many animations before this was quite a high risk task. But I decided to try anyway since we have a lot of work to do and be done with until the Beta. To make it seem like less work I assigned me the side (right an left) animation, but I have in […]
Blogpost III – Fancy Mansion
Animating the Equipped Armour
This week I have assigned myself the task to animate the armor while equipped, or worn, by the protagonist. Since I have not done that many animations before this was quite a high risk task. But I decided to try anyway since we have a lot of work to do and be done with until the Beta. To make it seem like less work I assigned me the side (right an left) animation, but I have in […]
Weekly blog assignment #3
Hi there and welcome back!
So, this week started a bit late for our group. Our scrum master was not here, so we had our weekly scrum meeting on Tuesday instead, which led to that no one in our group had anything special to do on Monday. So I spent Monday on just reading our code and trying to understand the whole structure better, as this has been and is my greatest flaw in programming. Mostly I read through our Animation […]
Weekly blog assignment #3
Hi there and welcome back!
So, this week started a bit late for our group. Our scrum master was not here, so we had our weekly scrum meeting on Tuesday instead, which led to that no one in our group had anything special to do on Monday. So I spent Monday on just reading our code and trying to understand the whole structure better, as this has been and is my greatest flaw in programming. Mostly I read through our Animation […]
Game Development – Nr.3 | Magic Writer
Particle system
Among many things i have worked on a particle system this week. At first i was not sure how to start, i had only done this once or twice in another programming language (C#). What I am about to explain is the current state of the system, it is not what i indent to have at the end meaning that it is not finished yet.
So far I have created two classes, a ”Particle” class and a ”ParticleEmitter” class. I’ll […]
Game Development – Nr.3 | Magic Writer
Particle system
Among many things i have worked on a particle system this week. At first i was not sure how to start, i had only done this once or twice in another programming language (C#). What I am about to explain is the current state of the system, it is not what i indent to have at the end meaning that it is not finished yet.
So far I have created two classes, a ”Particle” class and a ”ParticleEmitter” class. I’ll […]
Game Production: Feature 3
This week I have been working on the HUD (Heads Up Display), polishing what I already had done previous weeks, and creating some new elements.
The first element I worked on was the health-bar for the player character. I wanted the HUD to feel integrated with the theme of the game. The theme being the forest, I decided on branches or roots for the health-bar outline. This was my first iteration:
But after testing this with the temporary background colour […]
Game Production: Feature 3
This week I have been working on the HUD (Heads Up Display), polishing what I already had done previous weeks, and creating some new elements.
The first element I worked on was the health-bar for the player character. I wanted the HUD to feel integrated with the theme of the game. The theme being the forest, I decided on branches or roots for the health-bar outline. This was my first iteration:
But after testing this with the temporary background colour […]
Dragon Song Bloggpost #3
This is the first week when the game is in beta stage, this week we have been looking over the project and tried to make a list of all the things that needs to be done before the final version of the game. The three things we need to work on before the beta deadline is power ups, states (menu state and so on) and last we need to get animations to work properly.
This is how the game looks like […]
Dragon Song Bloggpost #3
This is the first week when the game is in beta stage, this week we have been looking over the project and tried to make a list of all the things that needs to be done before the final version of the game. The three things we need to work on before the beta deadline is power ups, states (menu state and so on) and last we need to get animations to work properly.
This is how the game looks like […]