Update #3 On Project Mole Munch
This week we finally managed to get the water flowing without lagging up the entire computer. To give a short recap from the concept (more can be found in the first post here), I’ll describe the purpose of the water as an artifact in the game. Further down in the post I’ll describe how it was achieved and the motivation behind the steps taken to make it work.
First off, the water is the […]
Update #3 On Project Mole Munch
This week we finally managed to get the water flowing without lagging up the entire computer. To give a short recap from the concept (more can be found in the first post here), I’ll describe the purpose of the water as an artifact in the game. Further down in the post I’ll describe how it was achieved and the motivation behind the steps taken to make it work.
First off, the water is the […]
Dynamic level creation and pooling
This week my main objective has been focusing of managing how our game handles entities (basically objects of the game like: obstacles, powerups and background objects). The way our game works now is that in the beginning the entire level structure is imported from a couple of text files and straight after that we create new instances (copies) of the objects and places those instances at the spots specified in the text file.
This might sound all good and great but […]
Dynamic level creation and pooling
This week my main objective has been focusing of managing how our game handles entities (basically objects of the game like: obstacles, powerups and background objects). The way our game works now is that in the beginning the entire level structure is imported from a couple of text files and straight after that we create new instances (copies) of the objects and places those instances at the spots specified in the text file.
This might sound all good and great but […]
Animating Items
Hello Magic Writer fans!
So this week I have been working mainly on animating the objects that the wizard throws. We had discussed whether or not to have animated objects. The thought process being that we would lose out on more objects in favor of more polished ones. I had long been an advocate for having animated objects as this would make the game look and feel a lot better in my opinion. I agree that having a big library of […]
Animating Items
Hello Magic Writer fans!
So this week I have been working mainly on animating the objects that the wizard throws. We had discussed whether or not to have animated objects. The thought process being that we would lose out on more objects in favor of more polished ones. I had long been an advocate for having animated objects as this would make the game look and feel a lot better in my opinion. I agree that having a big library of […]
Space Shooter Project Blog: Post #3
It’s once again time to shed light on the work I’v done this week. Since I finished the design for the first level last week, I have now been assigned to work on the decorations for the level. In this post I will cover the first two props I made and some of the thoughts that went into them.
These are the props; a barrel and a container, seen from above. The first one I made was the barrel, […]
Space Shooter Project Blog: Post #3
It’s once again time to shed light on the work I’v done this week. Since I finished the design for the first level last week, I have now been assigned to work on the decorations for the level. In this post I will cover the first two props I made and some of the thoughts that went into them.
These are the props; a barrel and a container, seen from above. The first one I made was the barrel, […]
Week 6 Mole Munch
Week 6 of the production. It has been a week since the alpha presentation. Our presentation went great and we got some feedback from our scrum master telling us that we did a good job. We did not get our water mechanic to work tough which was a real bummer. Still, our game showed the main mechanics and our teacher understood what the game was about.
This week I worked on the animation for the digging transition between overworld and underground. […]
Week 6 Mole Munch
Week 6 of the production. It has been a week since the alpha presentation. Our presentation went great and we got some feedback from our scrum master telling us that we did a good job. We did not get our water mechanic to work tough which was a real bummer. Still, our game showed the main mechanics and our teacher understood what the game was about.
This week I worked on the animation for the digging transition between overworld and underground. […]
Creating sound FX for Dragon’s Song part 1 – Lasers vs singing
So moving into Beta I’m tasked with creating a lot of different sound FX for our game. The first thing I need to say is that while a laser sound or a gun FX might be just a second long little snippet of noise they are actually often more difficult and time consuming to produce than a soundtrack. As a musician I have years of education, experience and tools to help me perform, but when asked: ”how does a singing […]
Creating sound FX for Dragon’s Song part 1 – Lasers vs singing
So moving into Beta I’m tasked with creating a lot of different sound FX for our game. The first thing I need to say is that while a laser sound or a gun FX might be just a second long little snippet of noise they are actually often more difficult and time consuming to produce than a soundtrack. As a musician I have years of education, experience and tools to help me perform, but when asked: ”how does a singing […]
The Last Signal. Post #3: sprite management considerations
The projects (games) which we are working on in the course 5SD033 – Introduction to Game Development may not be big, but they are considerably bigger in scope than the simple games in 5SD022 – Game Programming I course.
In these games, a lot of sprites are required. A pressing need for a flexible sprite manager arises.
I spent a lot of time simply thinking about the right strategy to handle sprites. I also had my awful GameState::Enter() function in mind; it […]
The Last Signal. Post #3: sprite management considerations
The projects (games) which we are working on in the course 5SD033 – Introduction to Game Development may not be big, but they are considerably bigger in scope than the simple games in 5SD022 – Game Programming I course.
In these games, a lot of sprites are required. A pressing need for a flexible sprite manager arises.
I spent a lot of time simply thinking about the right strategy to handle sprites. I also had my awful GameState::Enter() function in mind; it […]
Creating sound FX for Dragon’s Song part 1 – Lasers vs singing
So moving into Beta I’m tasked with creating a lot of different sound FX for our game. The first thing I need to say is that while a laser sound or a gun FX might be just a second long little snippet of noise they are actually often more difficult and time consuming to produce than a soundtrack. As a musician I have years of education, experience and tools to help me perform, but when asked: ”how does a singing […]
Creating sound FX for Dragon’s Song part 1 – Lasers vs singing
So moving into Beta I’m tasked with creating a lot of different sound FX for our game. The first thing I need to say is that while a laser sound or a gun FX might be just a second long little snippet of noise they are actually often more difficult and time consuming to produce than a soundtrack. As a musician I have years of education, experience and tools to help me perform, but when asked: ”how does a singing […]
Team 12 Report 3 – Including animations and implementing it into our engine.
Hello! This week I will go through what I have been working on for this week. This week my task was to implement an old Animation skeleton from the SDL library to our new engine that is SFML based. This task proved itself to be a very hard challenge, my initial prediction of the time it would take was around 20 hours but that was a way to positive and naive prediction.
What I have made: I have converted the old […]
Team 12 Report 3 – Including animations and implementing it into our engine.
Hello! This week I will go through what I have been working on for this week. This week my task was to implement an old Animation skeleton from the SDL library to our new engine that is SFML based. This task proved itself to be a very hard challenge, my initial prediction of the time it would take was around 20 hours but that was a way to positive and naive prediction.
What I have made: I have converted the old […]
Weapon concepts for Otto
As the sixth week is now coming to an end, we are closing up on the beta. With three weeks to go, there is lots to be done. For this week, I have been working on some weapon concepts for our protagonist, Otto. If you are not familiar with it, the theme we chose for the game is steampunk with characters as personified animals. Otto is the great old turtle inventor, tall but slow paced, with a shell coated in […]
Weapon concepts for Otto
As the sixth week is now coming to an end, we are closing up on the beta. With three weeks to go, there is lots to be done. For this week, I have been working on some weapon concepts for our protagonist, Otto. If you are not familiar with it, the theme we chose for the game is steampunk with characters as personified animals. Otto is the great old turtle inventor, tall but slow paced, with a shell coated in […]
Week 6, Game Design
This week ill be leaving the graphics to our other two graphics students in our group. This is because the sound to our game needs some attention. Unfortunately our group only consists of five members since some people chose to drop out before the course is over. We also have some different levels of experience and skill amongst us in the group which further contributes to making it a bit less easy. So for now I’ll be taking over the […]
Week 6, Game Design
This week ill be leaving the graphics to our other two graphics students in our group. This is because the sound to our game needs some attention. Unfortunately our group only consists of five members since some people chose to drop out before the course is over. We also have some different levels of experience and skill amongst us in the group which further contributes to making it a bit less easy. So for now I’ll be taking over the […]
Implementation of AI (WIP)
This weeks blog post will be about my ongoing work on implementing a sort of decent AI for our Tower defense game. The way I am implementing AI does not use A*star since the enemies will not be hindered by moving. They will just follow a path and attack the closest tower, if it intersects their aggro range. And if not they follow the original path to their final goal, the tree which you are supposed to protect.
Their […]
Implementation of AI (WIP)
This weeks blog post will be about my ongoing work on implementing a sort of decent AI for our Tower defense game. The way I am implementing AI does not use A*star since the enemies will not be hindered by moving. They will just follow a path and attack the closest tower, if it intersects their aggro range. And if not they follow the original path to their final goal, the tree which you are supposed to protect.
Their […]