Summer Programming 2014 – Dev. Post 12
Alright, so it looks like I forgot to post for the past two days (again) but it’s not too bad since I didn’t actually get all that much work done on one of the days. Anyway, I better get back on track and start posting again before I start forgetting completely (again).
So, I’ve made quite some progress when it come sto the Enemy bullet and it’s pretty much done as it stands right now. The game currently has a […]
Summer Programming 2014 – Dev. Post 12
Alright, so it looks like I forgot to post for the past two days (again) but it’s not too bad since I didn’t actually get all that much work done on one of the days. Anyway, I better get back on track and start posting again before I start forgetting completely (again).
So, I’ve made quite some progress when it come sto the Enemy bullet and it’s pretty much done as it stands right now. The game currently has a […]
A look back at the GGC version cards part 2
Mistakes. They happen and this is the biggest one in the game. This was the last card to be checked off the play tested list and was rushed in order to be completed for Gotland Game Conference. The damage this card made to the opponent was so powerful that even if it cost 9 it would still be broken.
Lets list the mistakes:
1: It cost 7. A number that is not that hard to reach. Early False […]
A look back at the GGC version cards part 2
Mistakes. They happen and this is the biggest one in the game. This was the last card to be checked off the play tested list and was rushed in order to be completed for Gotland Game Conference. The damage this card made to the opponent was so powerful that even if it cost 9 it would still be broken.
Lets list the mistakes:
1: It cost 7. A number that is not that hard to reach. Early False […]
Summer Project: Week 2 and 3
I was going to write a post last week, but a) ended up forgetting about it, and b) felt that I didn’t really have enough to write about. The previous week was a quite unproductive week, due to visiting my parents.
Anyway, the task scheduled for these weeks was generating and connecting rooms to each other. I had some idea of the rules I wanted to handle this, but no real idea of how to actually implement it. I ended up […]
Summer Project: Week 2 and 3
I was going to write a post last week, but a) ended up forgetting about it, and b) felt that I didn’t really have enough to write about. The previous week was a quite unproductive week, due to visiting my parents.
Anyway, the task scheduled for these weeks was generating and connecting rooms to each other. I had some idea of the rules I wanted to handle this, but no real idea of how to actually implement it. I ended up […]
Summer Project: Week 2 and 3
I was going to write a post last week, but a) ended up forgetting about it, and b) felt that I didn’t really have enough to write about. The previous week was a quite unproductive week, due to visiting my parents.
Anyway, the task scheduled for these weeks was generating and connecting rooms to each other. I had some idea of the rules I wanted to handle this, but no real idea of how to actually implement it. I ended up […]
Summer Project: Week 2 and 3
I was going to write a post last week, but a) ended up forgetting about it, and b) felt that I didn’t really have enough to write about. The previous week was a quite unproductive week, due to visiting my parents.
Anyway, the task scheduled for these weeks was generating and connecting rooms to each other. I had some idea of the rules I wanted to handle this, but no real idea of how to actually implement it. I ended up […]
Summer Programming 2014 – Dev. Post 11
Today I completed the Font manager which allowed me to in turn complete the graphical aspects of the main menu state as well (to be fair, it’s not all that advanced graphics, but hey, it’s something) so far, I pretty much only have a Start Game button and three-to-four buttons that do absolutley nothing.
I also started working on the enemy bullet which should be working in theory but has yet to tested properly. I also had several things pointed […]
Summer Programming 2014 – Dev. Post 11
Today I completed the Font manager which allowed me to in turn complete the graphical aspects of the main menu state as well (to be fair, it’s not all that advanced graphics, but hey, it’s something) so far, I pretty much only have a Start Game button and three-to-four buttons that do absolutley nothing.
I also started working on the enemy bullet which should be working in theory but has yet to tested properly. I also had several things pointed […]
A summer update
So after the awards i spent my time working, i had applied for an internship but didn’t get any response from that. So i decided to sit down and start writing on a game concept, trying out some new stuff, and taking up drawing again.
This summer proved to be more hectic than i have expected it to be, but the future have never been that predictable for me, but for this time it does look a bit great, some new […]
A summer update
So after the awards i spent my time working, i had applied for an internship but didn’t get any response from that. So i decided to sit down and start writing on a game concept, trying out some new stuff, and taking up drawing again.
This summer proved to be more hectic than i have expected it to be, but the future have never been that predictable for me, but for this time it does look a bit great, some new […]
Summer Programming 2014 – Dev. Post 10
So, I’ve made the menu and the Font management today.
To go into more detail on the menu, basically it’s just a vector that has a value that has two string variables: the name of the option and the state that it will transport the user to. pressing up or dwon on the keyboard changes the current choice and pressing Z will accept. Tomorrow I’ll work on the graphics for the main menu and I’ll start working on the enemy bullet […]
Summer Programming 2014 – Dev. Post 10
So, I’ve made the menu and the Font management today.
To go into more detail on the menu, basically it’s just a vector that has a value that has two string variables: the name of the option and the state that it will transport the user to. pressing up or dwon on the keyboard changes the current choice and pressing Z will accept. Tomorrow I’ll work on the graphics for the main menu and I’ll start working on the enemy bullet […]
Summer Programming 2014 – Dev. Post 9
In the last post I mentioned some trouble with the updating speed regarding the collision manager, turns out I had made a few errors with the Time Manager before which made the entire game seem rather slow. Anyway, I fixed the problem and the speed increased significantly so there’s no problem checking all of the hit boxes which is quite reassuring since that’s the way it should be.
Other than that, I’ve started to develop the main menu of the […]
Summer Programming 2014 – Dev. Post 9
In the last post I mentioned some trouble with the updating speed regarding the collision manager, turns out I had made a few errors with the Time Manager before which made the entire game seem rather slow. Anyway, I fixed the problem and the speed increased significantly so there’s no problem checking all of the hit boxes which is quite reassuring since that’s the way it should be.
Other than that, I’ve started to develop the main menu of the […]
Mechropolis – Organic Puzzle Design || Understanding the Machine
When making Mechropolis, it was very important for us to create open-ended challenges that invite to exploration and have a natural presence in the game environment.
So what makes a challenge open ended? For Mechropolis, we defined an open-ended challenge as one that can be solved in several ways, giving the player a new experience each time the game is played.
When working with challenge design for Mechropolis, I found that the best way for me to reach this goal was to […]
Mechropolis – Organic Puzzle Design || Understanding the Machine
When making Mechropolis, it was very important for us to create open-ended challenges that invite to exploration and have a natural presence in the game environment.
So what makes a challenge open ended? For Mechropolis, we defined an open-ended challenge as one that can be solved in several ways, giving the player a new experience each time the game is played.
When working with challenge design for Mechropolis, I found that the best way for me to reach this goal was to […]
Mechropolis – Organic Puzzle Design || Understanding the Machine
When making Mechropolis, it was very important for us to create open-ended challenges that invite to exploration and have a natural presence in the game environment.
So what makes a challenge open ended? For Mechropolis, we defined an open-ended challenge as one that can be solved in several ways, giving the player a new experience each time the game is played.
When working with challenge design for Mechropolis, I found that the best way for me to reach this goal was to […]
Mechropolis – Organic Puzzle Design || Understanding the Machine
When making Mechropolis, it was very important for us to create open-ended challenges that invite to exploration and have a natural presence in the game environment.
So what makes a challenge open ended? For Mechropolis, we defined an open-ended challenge as one that can be solved in several ways, giving the player a new experience each time the game is played.
When working with challenge design for Mechropolis, I found that the best way for me to reach this goal was to […]
Summer Programming 2014 – Dev. Post 8
The collision manager is complete but with it comes a few new problems. When there are too amny objects on screen it becomes a huge burden to check the collisions for everything. Part of this reason might be the fact that there’s no delay between the player’s shots so holding down the button for a moment fires about a hundred shots. If I try to make sure that there aren’t too many hitboxes in action at once there should be […]
Summer Programming 2014 – Dev. Post 8
The collision manager is complete but with it comes a few new problems. When there are too amny objects on screen it becomes a huge burden to check the collisions for everything. Part of this reason might be the fact that there’s no delay between the player’s shots so holding down the button for a moment fires about a hundred shots. If I try to make sure that there aren’t too many hitboxes in action at once there should be […]
No sunshine for the wicked.
It’s raining outside. So much for summery weather this season.Normally I am the autumn loving kind of gal and there is nothing more I like than grey weather and rain EXCEPT today. It’s not September. It’s June.I’ve been waiting FOREVER for sunshine and …
No sunshine for the wicked.
It’s raining outside. So much for summery weather this season.Normally I am the autumn loving kind of gal and there is nothing more I like than grey weather and rain EXCEPT today. It’s not September. It’s June.I’ve been waiting FOREVER for sunshine and …