10 Week Project – Post 5 – Don't Touch the Chairs, You Filthy Casual
I was supposed to write about introducing our Knock Out feature today, but we recently decided to put that feature on hold while focusing on other things in the game. So let’s talk about something else like the visual and audible feedback from collision with furniture!
A lot of stealth games are focusing on staying in the shadows and not to be seen by the baddies. But you can, in some games, walk so close to the enemy that you can smell […]
10 Week Project – Post 5 – Don't Touch the Chairs, You Filthy Casual
I was supposed to write about introducing our Knock Out feature today, but we recently decided to put that feature on hold while focusing on other things in the game. So let’s talk about something else like the visual and audible feedback from collision with furniture!
A lot of stealth games are focusing on staying in the shadows and not to be seen by the baddies. But you can, in some games, walk so close to the enemy that you can smell […]
A Lively Death
We are now on the seventh week of our game project, which means we are making it closer to the end. Beta is due for Friday and our programmers are working day and night to have everything ready till then, unlike myself who have barley got anything to do this week. However, it is quite a convenience since I am starting to feel ill and is in need of some rest.
Anyway, last week I finished what I believe might be […]
A Lively Death
We are now on the seventh week of our game project, which means we are making it closer to the end. Beta is due for Friday and our programmers are working day and night to have everything ready till then, unlike myself who have barley got anything to do this week. However, it is quite a convenience since I am starting to feel ill and is in need of some rest.
Anyway, last week I finished what I believe might be […]
Sorrow Throughout The Nine Worlds
It seems like the guard in the wheelchair mentioned in last week’s blog was sadly laid off shortly before our main character decided to embark on his glorious and not at all sneaky mission to the land of freedom fries and liberty cabbage.
For a number of reasons, mostly of the chronological variety, with everybody’s hated Grandfather Time biting at our proverbial ankles every step of the way, it was decided that instead of adding a whole new guard version.
It would […]
Sorrow Throughout The Nine Worlds
It seems like the guard in the wheelchair mentioned in last week’s blog was sadly laid off shortly before our main character decided to embark on his glorious and not at all sneaky mission to the land of freedom fries and liberty cabbage.
For a number of reasons, mostly of the chronological variety, with everybody’s hated Grandfather Time biting at our proverbial ankles every step of the way, it was decided that instead of adding a whole new guard version.
It would […]
Sorrow Throughout The Nine Worlds
It seems like the guard in the wheelchair mentioned in last week’s blog was sadly laid off shortly before our main character decided to embark on his glorious and not at all sneaky mission to the land of freedom fries and liberty cabbage.
For a number of reasons, mostly of the chronological variety, with everybody’s hated Grandfather Time biting at our proverbial ankles every step of the way, it was decided that instead of adding a whole new guard version.
It would […]
Sorrow Throughout The Nine Worlds
It seems like the guard in the wheelchair mentioned in last week’s blog was sadly laid off shortly before our main character decided to embark on his glorious and not at all sneaky mission to the land of freedom fries and liberty cabbage.
For a number of reasons, mostly of the chronological variety, with everybody’s hated Grandfather Time biting at our proverbial ankles every step of the way, it was decided that instead of adding a whole new guard version.
It would […]
Project Terminal – Run Animation Remake
It’s beta week! I’ve started to accept how ridiculously fast the weeks are going by and have just started to go with it.
This monday we had our second playtest and I got to see my guards running in game for the first time. A few people commented on the animation feeling a bit off. I quote “when he’s running downward, it looks like he’s swimming on the floor.” They didn’t have to tell me because I saw the problem clearly […]
Project Terminal – Run Animation Remake
It’s beta week! I’ve started to accept how ridiculously fast the weeks are going by and have just started to go with it.
This monday we had our second playtest and I got to see my guards running in game for the first time. A few people commented on the animation feeling a bit off. I quote “when he’s running downward, it looks like he’s swimming on the floor.” They didn’t have to tell me because I saw the problem clearly […]
Project Haunted Light 14-03-13
R.I.P, dear tablet-pen. 24th Dec 2008 – 12th Mar 2014. I’m sad to see you go. You will be missed.
This past week I’ve been working on animating a short intro sequence to our game. We want to have this short intro so that the player doesn’t spawn in this unknown environment without any idea of what they’re doing there, but rather feel like he or she is waking up in an unknown place, and also to quickly introduce the games’ […]
Project Haunted Light 14-03-13
R.I.P, dear tablet-pen. 24th Dec 2008 – 12th Mar 2014. I’m sad to see you go. You will be missed.
This past week I’ve been working on animating a short intro sequence to our game. We want to have this short intro so that the player doesn’t spawn in this unknown environment without any idea of what they’re doing there, but rather feel like he or she is waking up in an unknown place, and also to quickly introduce the games’ […]
Project Haunted Light 14-03-13
R.I.P, dear tablet-pen. 24th Dec 2008 – 12th Mar 2014. I’m sad to see you go. You will be missed.
This past week I’ve been working on animating a short intro sequence to our game. We want to have this short intro so that the player doesn’t spawn in this unknown environment without any idea of what they’re doing there, but rather feel like he or she is waking up in an unknown place, and also to quickly introduce the games’ […]
Project Haunted Light 14-03-13
R.I.P, dear tablet-pen. 24th Dec 2008 – 12th Mar 2014. I’m sad to see you go. You will be missed.
This past week I’ve been working on animating a short intro sequence to our game. We want to have this short intro so that the player doesn’t spawn in this unknown environment without any idea of what they’re doing there, but rather feel like he or she is waking up in an unknown place, and also to quickly introduce the games’ […]
Artifact of the week: Stars
Hi there !
This week I have worked with making stars appear when enemies dies with the rest of the programmers in my group. The stars are our collectables that you get extra score from when finishing the game. The way they work is, when the enemy dies, the stars will spawn from the enemy and get velocity/speed during a brief time in a random direction. Since the time and speed are the same for all the stars, it will end […]
Artifact of the week: Stars
Hi there !
This week I have worked with making stars appear when enemies dies with the rest of the programmers in my group. The stars are our collectables that you get extra score from when finishing the game. The way they work is, when the enemy dies, the stars will spawn from the enemy and get velocity/speed during a brief time in a random direction. Since the time and speed are the same for all the stars, it will end […]
Artifact of the week: Stars
Hi there !
This week I have worked with making stars appear when enemies dies with the rest of the programmers in my group. The stars are our collectables that you get extra score from when finishing the game. The way they work is, when the enemy dies, the stars will spawn from the enemy and get velocity/speed during a brief time in a random direction. Since the time and speed are the same for all the stars, it will end […]
Artifact of the week: Stars
Hi there !
This week I have worked with making stars appear when enemies dies with the rest of the programmers in my group. The stars are our collectables that you get extra score from when finishing the game. The way they work is, when the enemy dies, the stars will spawn from the enemy and get velocity/speed during a brief time in a random direction. Since the time and speed are the same for all the stars, it will end […]
Fly City 2.0
I have just finished the drawing of Ms X and the colouring of Fly City which will be the background of the main menu of “Terminal” and I thought I would just show you how it turned out. First a little recap of what it used to look like.
Here it is complete with colour and Ms X.
The colours I have picked from our mood board, trying to incorporate […]
Fly City 2.0
I have just finished the drawing of Ms X and the colouring of Fly City which will be the background of the main menu of “Terminal” and I thought I would just show you how it turned out. First a little recap of what it used to look like.
Here it is complete with colour and Ms X.
The colours I have picked from our mood board, trying to incorporate […]
Swedish game awards Conference
This weekend me and a few other from school traveled to Stockholm to attend the Swedish game awards conference in Stockholm. The conference was two days long. On the first day I went to two of talks.
The first talk where by Sjoerd De Jong, from Teotl Studios. He talked about Unreal engine 4 and a new feature or called Blueprint. Blueprint is a Visual programming tool that is a mix between kismet from UDK/Unreal engine3 and with some features […]
Swedish game awards Conference
This weekend me and a few other from school traveled to Stockholm to attend the Swedish game awards conference in Stockholm. The conference was two days long. On the first day I went to two of talks.
The first talk where by Sjoerd De Jong, from Teotl Studios. He talked about Unreal engine 4 and a new feature or called Blueprint. Blueprint is a Visual programming tool that is a mix between kismet from UDK/Unreal engine3 and with some features […]
Swedish game awards Conference
This weekend me and a few other from school traveled to Stockholm to attend the Swedish game awards conference in Stockholm. The conference was two days long. On the first day I went to two of talks.
The first talk where by Sjoerd De Jong, from Teotl Studios. He talked about Unreal engine 4 and a new feature or called Blueprint. Blueprint is a Visual programming tool that is a mix between kismet from UDK/Unreal engine3 and with some features […]
Swedish game awards Conference
This weekend me and a few other from school traveled to Stockholm to attend the Swedish game awards conference in Stockholm. The conference was two days long. On the first day I went to two of talks.
The first talk where by Sjoerd De Jong, from Teotl Studios. He talked about Unreal engine 4 and a new feature or called Blueprint. Blueprint is a Visual programming tool that is a mix between kismet from UDK/Unreal engine3 and with some features […]