ARTIFACT BLOG #5 COLLECTIBLES
Stars!
This week all three of us sat down and did our tasks together, so that we wouldn’t have someone get stuck on a task just before beta. One of the things we’ve done is collecting stars when enemies dies. You collect the stars to get a better score.
The stars themselves work almost exactly like the enemy bullets, only they get added when the enemy’s life has hit zero rather than when they’re in attack range of the player.
When the star […]
ARTIFACT BLOG #5 COLLECTIBLES
Stars!
This week all three of us sat down and did our tasks together, so that we wouldn’t have someone get stuck on a task just before beta. One of the things we’ve done is collecting stars when enemies dies. You collect the stars to get a better score.
The stars themselves work almost exactly like the enemy bullets, only they get added when the enemy’s life has hit zero rather than when they’re in attack range of the player.
When the star […]
ARTIFACT BLOG #5 COLLECTIBLES
Stars!
This week all three of us sat down and did our tasks together, so that we wouldn’t have someone get stuck on a task just before beta. One of the things we’ve done is collecting stars when enemies dies. You collect the stars to get a better score.
The stars themselves work almost exactly like the enemy bullets, only they get added when the enemy’s life has hit zero rather than when they’re in attack range of the player.
When the star […]
ARTIFACT BLOG #5 COLLECTIBLES
Stars!
This week all three of us sat down and did our tasks together, so that we wouldn’t have someone get stuck on a task just before beta. One of the things we’ve done is collecting stars when enemies dies. You collect the stars to get a better score.
The stars themselves work almost exactly like the enemy bullets, only they get added when the enemy’s life has hit zero rather than when they’re in attack range of the player.
When the star […]
Artifact : Level with Layers
What?
The artifact of this week is the Level, or more specifically the Load function of the level. It is based on the platformer code with some small modifications around layers and colliders, creating possiblilities to choose if these should be active or not.
The Level is used for easily drawing out the game level from a txt file, and therefore allows you to work with the level inside an Excel document. This makes it much easier to create the level, rather […]
Artifact : Level with Layers
What?
The artifact of this week is the Level, or more specifically the Load function of the level. It is based on the platformer code with some small modifications around layers and colliders, creating possiblilities to choose if these should be active or not.
The Level is used for easily drawing out the game level from a txt file, and therefore allows you to work with the level inside an Excel document. This makes it much easier to create the level, rather […]
The end is near
The project is getting close to the end but that has not changed the amount of work I have to do. I still have a lot of animations to do. The attack animations for the children and the strafe animations for the player characters is what I am doing right now. I am also making a hover effect for the menu buttons.
I find it difficult to make good strafe animations. No matter what I do it ends up looking weird […]
The end is near
The project is getting close to the end but that has not changed the amount of work I have to do. I still have a lot of animations to do. The attack animations for the children and the strafe animations for the player characters is what I am doing right now. I am also making a hover effect for the menu buttons.
I find it difficult to make good strafe animations. No matter what I do it ends up looking weird […]
A comfortable place to rest
This week I have mostly been continuing my work with furniture and other things in the environment.
Since the first level is supposed to be in the “backgrounds” of the airport, where the administrative staff works, and where all employees have their locker rooms and lunch area for example, we wanted it to look a bit like the typical workplace. But until now there hasn’t been any where to actually do some work.
One thing I made this week was some computers. […]
A comfortable place to rest
This week I have mostly been continuing my work with furniture and other things in the environment.
Since the first level is supposed to be in the “backgrounds” of the airport, where the administrative staff works, and where all employees have their locker rooms and lunch area for example, we wanted it to look a bit like the typical workplace. But until now there hasn’t been any where to actually do some work.
One thing I made this week was some computers. […]
A comfortable place to rest
This week I have mostly been continuing my work with furniture and other things in the environment.
Since the first level is supposed to be in the “backgrounds” of the airport, where the administrative staff works, and where all employees have their locker rooms and lunch area for example, we wanted it to look a bit like the typical workplace. But until now there hasn’t been any where to actually do some work.
One thing I made this week was some computers. […]
A comfortable place to rest
This week I have mostly been continuing my work with furniture and other things in the environment.
Since the first level is supposed to be in the “backgrounds” of the airport, where the administrative staff works, and where all employees have their locker rooms and lunch area for example, we wanted it to look a bit like the typical workplace. But until now there hasn’t been any where to actually do some work.
One thing I made this week was some computers. […]
Escape – Group 4 – Week 8 – Apparent Issues
Still working with the level editor, since we underestimated just how time consuming the process could be.Another problem became apparent at the play-testing session last Monday. There was no way to test the actual levels. The lead programmer wasn’t able to generate the levels via the TXT’s until a few hours before the session. And so, testers would see weirdly placed furniture, empty rooms and run into invisible walls. Another problem was that if an object would be set so […]
Escape – Group 4 – Week 8 – Apparent Issues
Still working with the level editor, since we underestimated just how time consuming the process could be.Another problem became apparent at the play-testing session last Monday. There was no way to test the actual levels. The lead programmer wasn’t able to generate the levels via the TXT’s until a few hours before the session. And so, testers would see weirdly placed furniture, empty rooms and run into invisible walls. Another problem was that if an object would be set so […]
Game Project Week 8 – Adding Details
This week I continued my work with the environment adding details which I have covered in an earlier blog post so I’m just going to go into more depth about the work flow.
I started to fringe the edges using a couple brushes that I created earlier. I placed the fringe in a layer which is placed underneath the texture layer, at that point it looked pretty badly and nothing like a thorn piece of clothing, which I was aiming for. […]
Game Project Week 8 – Adding Details
This week I continued my work with the environment adding details which I have covered in an earlier blog post so I’m just going to go into more depth about the work flow.
I started to fringe the edges using a couple brushes that I created earlier. I placed the fringe in a layer which is placed underneath the texture layer, at that point it looked pretty badly and nothing like a thorn piece of clothing, which I was aiming for. […]
Game dev, Suit’em up – New polish features
We have recently had our second playtesting session, the pre-beta one. We got a lot of great feedback to work with. The one thing I think we need to add desperately at this point is player feedback. Another thing that needed to be added, which came up during the playtesting was that playtesters thought that it was boring running long distances across the world.
I’ve been working hard on the second point, the “boring long distances” these past few days and […]
Game dev, Suit’em up – New polish features
We have recently had our second playtesting session, the pre-beta one. We got a lot of great feedback to work with. The one thing I think we need to add desperately at this point is player feedback. Another thing that needed to be added, which came up during the playtesting was that playtesters thought that it was boring running long distances across the world.
I’ve been working hard on the second point, the “boring long distances” these past few days and […]
Game Developement and Coding 13 March 2014 – Entity Manager
The Entity Manager
The entity manager is a class that makes sure all objects (or entities) in the game space are updated and displayed on the screen properly.
The entity manager can be divided into five parts:
-Add pointers to objects and store them in vectors.
-Update all the objects via their pointers.
-Draw all objects via their pointers.
-Make sure all objects are added to the collision check.
-Check the HP of all objects and delete those that have reached zero or lower.
It stores pointers to […]
Game Developement and Coding 13 March 2014 – Entity Manager
The Entity Manager
The entity manager is a class that makes sure all objects (or entities) in the game space are updated and displayed on the screen properly.
The entity manager can be divided into five parts:
-Add pointers to objects and store them in vectors.
-Update all the objects via their pointers.
-Draw all objects via their pointers.
-Make sure all objects are added to the collision check.
-Check the HP of all objects and delete those that have reached zero or lower.
It stores pointers to […]
Haunted Light 2014-03-13 Sounds and things that’s going to be cut
This week (Monday-Thursday) I’ve been implementing all the sounds I have created during the past week. It was a relatively simple to add the sounds. I added them into our system source file by using a sound manager and sfml’s own method “addSoundBuffer”. For the music you do not actually load them in because it would take too long so they are streamed in, by streaming the music we can set it to looping which led me to changing a […]
Haunted Light 2014-03-13 Sounds and things that’s going to be cut
This week (Monday-Thursday) I’ve been implementing all the sounds I have created during the past week. It was a relatively simple to add the sounds. I added them into our system source file by using a sound manager and sfml’s own method “addSoundBuffer”. For the music you do not actually load them in because it would take too long so they are streamed in, by streaming the music we can set it to looping which led me to changing a […]
Explaining the ”Noise maker”
This week I’ve been working on completing our design documents since we got a few comments on our first hand in.
The picture above is the image I made to briefly explain how one of our usable items will work. The Item I’m referring to is the ”Noise maker”. This item is meant to be a none-violent alternative to the rest of the players arsenal. It’s supposed to be a single use item which emits sound circles that will draw […]
Explaining the ”Noise maker”
This week I’ve been working on completing our design documents since we got a few comments on our first hand in.
The picture above is the image I made to briefly explain how one of our usable items will work. The Item I’m referring to is the ”Noise maker”. This item is meant to be a none-violent alternative to the rest of the players arsenal. It’s supposed to be a single use item which emits sound circles that will draw […]