Haunted Light – Redirection
In the previous post I wrote that I was going to go through how our level generation worked, but due to missed deadlines we’ve been forced to push the implementation of that feature to later when we have a working path-finding since we prioritize having a challenging game rather than a fancy level-generation. Because of that unfortunate turn of events I’ll now write about how our A-star implementation currently works instead.
Before I even […]
Haunted Light – Redirection
In the previous post I wrote that I was going to go through how our level generation worked, but due to missed deadlines we’ve been forced to push the implementation of that feature to later when we have a working path-finding since we prioritize having a challenging game rather than a fancy level-generation. Because of that unfortunate turn of events I’ll now write about how our A-star implementation currently works instead.
Before I even […]
Dirt sprites, UI and menu background.
This week I’ve been working on some dirt sprites, the UI and the main menu background.
The dirt sprites are very simple transparent layers with some dirt and mud added. The game will then just lay that over the sprites when you get muddy to illustrate that you actually are. I just used some preset brushes in Photoshop to make the dirt, nothing fancy, only took about one hour to make all the sprites. I made three different dirt levels in […]
Dirt sprites, UI and menu background.
This week I’ve been working on some dirt sprites, the UI and the main menu background.
The dirt sprites are very simple transparent layers with some dirt and mud added. The game will then just lay that over the sprites when you get muddy to illustrate that you actually are. I just used some preset brushes in Photoshop to make the dirt, nothing fancy, only took about one hour to make all the sprites. I made three different dirt levels in […]
Popups or notifications and finally some text that tells you how much things cost.
Once again I haven’t worked enough on one artifact to really write about it enough to fill a blog of 400 words. So once again I’ll just write a bit of what I’ve done this week.
I haven’t really done anything very complicated this week either, but I can start with the one that I worked the most on, a popup box, or a notification-box if you will. That is a small box that pops up in a corner of the […]
Popups or notifications and finally some text that tells you how much things cost.
Once again I haven’t worked enough on one artifact to really write about it enough to fill a blog of 400 words. So once again I’ll just write a bit of what I’ve done this week.
I haven’t really done anything very complicated this week either, but I can start with the one that I worked the most on, a popup box, or a notification-box if you will. That is a small box that pops up in a corner of the […]
Playground Panic #5 – Aesthetic Stuff
Programming vs. designing. Up until recently we barely had anything that showed that the kids weren’t actually “killed off”, but rather cleaned. We have been really rushed with getting an actual “game” done and haven’t had as much time as we’d like left to spend on the fine-tuning, balancing and aesthetic feelings of the game. We don’t have much, but water-effects, UI, dirt and so on are things we either have added already or plan to add in a near […]
Playground Panic #5 – Aesthetic Stuff
Programming vs. designing. Up until recently we barely had anything that showed that the kids weren’t actually “killed off”, but rather cleaned. We have been really rushed with getting an actual “game” done and haven’t had as much time as we’d like left to spend on the fine-tuning, balancing and aesthetic feelings of the game. We don’t have much, but water-effects, UI, dirt and so on are things we either have added already or plan to add in a near […]
Artifact 5, AI states Idle, Scared and Hunting.
The last blog i wrote was kind of incomplete. To try and make up for it I will explain 3 of the AI states in our game.
We needed the enemy fishes to move around a bit in the level. So I started to make the Idle state. I remembered the way I tried to have an enemy to move in a rectangular pattern in the last project I made. I wasn’t really satisfied with that. Last time i made a […]
Artifact 5, AI states Idle, Scared and Hunting.
The last blog i wrote was kind of incomplete. To try and make up for it I will explain 3 of the AI states in our game.
We needed the enemy fishes to move around a bit in the level. So I started to make the Idle state. I remembered the way I tried to have an enemy to move in a rectangular pattern in the last project I made. I wasn’t really satisfied with that. Last time i made a […]
Uneventful week :I
Hello, this week has actually been pretty uneventful. We are getting towards the end of the to-do list when it comes to art. I don’t really have much to write about, but I will do my best. Here comes this week’s blog post (woho). This week my assignment was to finish the level two of the customization picture of the truck. I have been trying to draw the levels of the trucks so that they look like the trucks from […]
Uneventful week :I
Hello, this week has actually been pretty uneventful. We are getting towards the end of the to-do list when it comes to art. I don’t really have much to write about, but I will do my best. Here comes this week’s blog post (woho). This week my assignment was to finish the level two of the customization picture of the truck. I have been trying to draw the levels of the trucks so that they look like the trucks from […]
I want to be the best
This weeks artifact have been high score.
Our game is nearing it’s end stage and we are moving into a full feature freeze and going into balancing soon. Our group have almost finished a survival wave based top down shooter called at the moment -something something road-. You take control of a young woman named Ariana. A traveling saleswoman that have to defend herself from bandits during trips. Set in a spaghetti western steam punk world near India she defends from […]
I want to be the best
This weeks artifact have been high score.
Our game is nearing it’s end stage and we are moving into a full feature freeze and going into balancing soon. Our group have almost finished a survival wave based top down shooter called at the moment -something something road-. You take control of a young woman named Ariana. A traveling saleswoman that have to defend herself from bandits during trips. Set in a spaghetti western steam punk world near India she defends from […]
I want to be the best
This weeks artifact have been high score.
Our game is nearing it’s end stage and we are moving into a full feature freeze and going into balancing soon. Our group have almost finished a survival wave based top down shooter called at the moment -something something road-. You take control of a young woman named Ariana. A traveling saleswoman that have to defend herself from bandits during trips. Set in a spaghetti western steam punk world near India she defends from […]
I want to be the best
This weeks artifact have been high score.
Our game is nearing it’s end stage and we are moving into a full feature freeze and going into balancing soon. Our group have almost finished a survival wave based top down shooter called at the moment -something something road-. You take control of a young woman named Ariana. A traveling saleswoman that have to defend herself from bandits during trips. Set in a spaghetti western steam punk world near India she defends from […]
Weekly post. Sound Design
Hello world.
This week I’ve focusing on creating sound and fine tuning the last on the design document. The sound for this week have been growling sound that indicates that the character is low on hunger, showing that the avatar is close to death. The idea is to start playing the sound at 50% hunger at really low volume, then increase the volume as the players hunger is decreasing. As well as that I am working on a way to […]
Weekly post. Sound Design
Hello world.
This week I’ve focusing on creating sound and fine tuning the last on the design document. The sound for this week have been growling sound that indicates that the character is low on hunger, showing that the avatar is close to death. The idea is to start playing the sound at 50% hunger at really low volume, then increase the volume as the players hunger is decreasing. As well as that I am working on a way to […]
BETA Presentation
Tomorrow is another big day for our game. Tomorrow is the BETA presentation.
In game development there are two major targets to a project. These are the ALPHA release and the BETA release. The Alpha is where you show of the core of the game and what the player will play with. This is the first critical point in a project as it sets the foundation of the game. The second goal is the BETA. This is where you show all […]
BETA Presentation
Tomorrow is another big day for our game. Tomorrow is the BETA presentation.
In game development there are two major targets to a project. These are the ALPHA release and the BETA release. The Alpha is where you show of the core of the game and what the player will play with. This is the first critical point in a project as it sets the foundation of the game. The second goal is the BETA. This is where you show all […]
Soon BETA!
Our game is soon entering the beta phase. This means that all of the core mechanics of the game should be here and working. We should also begin implementing the less important features of the game now. I’ve test played our game and I must say that i’m quite satisfied. The only thing that is missing is to refine the stealth system and finish up our backlog. I am very impressed with the rest of my team. It’s very fun […]
Soon BETA!
Our game is soon entering the beta phase. This means that all of the core mechanics of the game should be here and working. We should also begin implementing the less important features of the game now. I’ve test played our game and I must say that i’m quite satisfied. The only thing that is missing is to refine the stealth system and finish up our backlog. I am very impressed with the rest of my team. It’s very fun […]
Equip and collision
During this week I have worked on making a collision found and then removed. This process entailed me making a lot of things and finding out that some codes are not as easy as they sound.
Why I have done a collision is pretty obvious you have to be able to take a vector and rectangle, get the data and use it like loading the current weapon and then equip said item and ”removing” said item from the ground. I pretty […]
Equip and collision
During this week I have worked on making a collision found and then removed. This process entailed me making a lot of things and finding out that some codes are not as easy as they sound.
Why I have done a collision is pretty obvious you have to be able to take a vector and rectangle, get the data and use it like loading the current weapon and then equip said item and ”removing” said item from the ground. I pretty […]