ARTIFACT BLOG #3 Our second enemy
Greetings!
Chosen artifact of the week is the ranged enemy for our game. The behaviour we wanted for it was that it should be passive until attacked by the player (You *have* to kill all enemies to win so they’re not skippable) and when it’s in its attack state it should start to zig-zag rather fast while shooting at the player. And as of tonight we’ve pretty much nailed the behaviour.
We started off by making the enemy shoot against the player […]
ARTIFACT BLOG #3 Our second enemy
Greetings!
Chosen artifact of the week is the ranged enemy for our game. The behaviour we wanted for it was that it should be passive until attacked by the player (You *have* to kill all enemies to win so they’re not skippable) and when it’s in its attack state it should start to zig-zag rather fast while shooting at the player. And as of tonight we’ve pretty much nailed the behaviour.
We started off by making the enemy shoot against the player […]
Still Working.
So this week I was supposed to do the animations but I was still not pleased with the sprites and I was also told that the spy should not have a hat any more. This was decided because there was people that did not understand the hat or something like that. I heard that some thought that it looked like a bicycle helmet and that I can agree with that. The down bumps in the hat looked like the holes […]
Still Working.
So this week I was supposed to do the animations but I was still not pleased with the sprites and I was also told that the spy should not have a hat any more. This was decided because there was people that did not understand the hat or something like that. I heard that some thought that it looked like a bicycle helmet and that I can agree with that. The down bumps in the hat looked like the holes […]
Project – Week 4
It’s already been a month since the start of the project, and there’s a lot going on at the moment. I’ve been working on several different things, and it has mostly been making adjustments/editing and getting things together.
I’ve spent most of the week editing the sprites that I made and working together with the other artists to pin down the graphical style for the […]
Project – Week 4
It’s already been a month since the start of the project, and there’s a lot going on at the moment. I’ve been working on several different things, and it has mostly been making adjustments/editing and getting things together.
I’ve spent most of the week editing the sprites that I made and working together with the other artists to pin down the graphical style for the […]
Project – Week 4
It’s already been a month since the start of the project, and there’s a lot going on at the moment. I’ve been working on several different things, and it has mostly been making adjustments/editing and getting things together.
I’ve spent most of the week editing the sprites that I made and working together with the other artists to pin down the graphical style for the […]
Project – Week 4
It’s already been a month since the start of the project, and there’s a lot going on at the moment. I’ve been working on several different things, and it has mostly been making adjustments/editing and getting things together.
I’ve spent most of the week editing the sprites that I made and working together with the other artists to pin down the graphical style for the […]
AI for the bosses
Even though I have been home with a fever this week I have tried to do some work from home. I have been drawing some sort of flowcharts over the three bosses AI. The boss I am going to start with when it comes to code is the final boss, Mothgomery. This because if we run out of time we think this is the most important one for the game. He is the “emperor of the suit” who started the […]
AI for the bosses
Even though I have been home with a fever this week I have tried to do some work from home. I have been drawing some sort of flowcharts over the three bosses AI. The boss I am going to start with when it comes to code is the final boss, Mothgomery. This because if we run out of time we think this is the most important one for the game. He is the “emperor of the suit” who started the […]
The Morker
Originally we planned to have two types of ranged enemies in our game. The first, labeled “the Workers” were supposed to stand faced against the wall, not noticing the player until they were attacked. When this happens, they would swarm the player and try to shoot her down. The second type of enemy was to be a flying moth character, that would fly around in random patterns, making him a difficult target, while at the same time firing down at […]
The Morker
Originally we planned to have two types of ranged enemies in our game. The first, labeled “the Workers” were supposed to stand faced against the wall, not noticing the player until they were attacked. When this happens, they would swarm the player and try to shoot her down. The second type of enemy was to be a flying moth character, that would fly around in random patterns, making him a difficult target, while at the same time firing down at […]
Project Terminal – Developing a Style
Good evening! We’re on week six now and the project is going well. I spend most of my time making the different animations for our guard. Though this week I’ve mostly been revamping the already existing animations due to our change in style. So this week I’ll rather write about our process in developing a distinct style for our game.
The primary critique that we received from our playtest had to do with the style of our game. We got several […]
Project Terminal – Developing a Style
Good evening! We’re on week six now and the project is going well. I spend most of my time making the different animations for our guard. Though this week I’ve mostly been revamping the already existing animations due to our change in style. So this week I’ll rather write about our process in developing a distinct style for our game.
The primary critique that we received from our playtest had to do with the style of our game. We got several […]
Escape – Group 4 – Week 6 – Audio Options & Credits
Progress on the main menu is going surprisingly smoothly. Not only did I finish visual functionality in one day, but practical functionality is almost finished as well.Both music and sound can now be muted and the slider for lowering sound works like a charm. This however has been tested with only one sound file. There’s still a lot of work to make this work for every sound file in the game.Music and sound has to be dealt with individually, since […]
Escape – Group 4 – Week 6 – Audio Options & Credits
Progress on the main menu is going surprisingly smoothly. Not only did I finish visual functionality in one day, but practical functionality is almost finished as well.Both music and sound can now be muted and the slider for lowering sound works like a charm. This however has been tested with only one sound file. There’s still a lot of work to make this work for every sound file in the game.Music and sound has to be dealt with individually, since […]
Music and Sound Effects
This Week
I’ve been continuing my work on Level Design and the creation of Music for our project. I’ve also added some code that keeps track of amounts of bullets from a weapon and then adds ricochete soundeffects to add a bit of variation to the shooting. I’ve also started working a bit on the AI and their detection (or lack thereof) through sound.
One of my goals for the levels is for the player not to be aware of the […]
Music and Sound Effects
This Week
I’ve been continuing my work on Level Design and the creation of Music for our project. I’ve also added some code that keeps track of amounts of bullets from a weapon and then adds ricochete soundeffects to add a bit of variation to the shooting. I’ve also started working a bit on the AI and their detection (or lack thereof) through sound.
One of my goals for the levels is for the player not to be aware of the […]
Music and Sound Effects
This Week
I’ve been continuing my work on Level Design and the creation of Music for our project. I’ve also added some code that keeps track of amounts of bullets from a weapon and then adds ricochete soundeffects to add a bit of variation to the shooting. I’ve also started working a bit on the AI and their detection (or lack thereof) through sound.
One of my goals for the levels is for the player not to be aware of the […]
Music and Sound Effects
This Week
I’ve been continuing my work on Level Design and the creation of Music for our project. I’ve also added some code that keeps track of amounts of bullets from a weapon and then adds ricochete soundeffects to add a bit of variation to the shooting. I’ve also started working a bit on the AI and their detection (or lack thereof) through sound.
One of my goals for the levels is for the player not to be aware of the […]
Game Project – The day of the lost souls
This time I’m gonna talk about lost souls in our game and how I’m working to animate it. The lost souls has a chance to drop from enemies and the player can collect them. Then you have a choice to sacrifice them or free them. When you do you get elemental points which work as health and power-up for the player. You get more if you do the evil choice and sacrifice them. This also affects the players karma in-game. […]
Game Project – The day of the lost souls
This time I’m gonna talk about lost souls in our game and how I’m working to animate it. The lost souls has a chance to drop from enemies and the player can collect them. Then you have a choice to sacrifice them or free them. When you do you get elemental points which work as health and power-up for the player. You get more if you do the evil choice and sacrifice them. This also affects the players karma in-game. […]
Game Development and Coding 27 Feb 2014 – Sprite Manager
The Sprite Manager Remade.
A Sprite Manager is usually a good idea to make for your game. An even better idea is to make it do as much as possible when being called on so you can focus on other things. What do I mean by that? Not that a Sprite Manager should do everything, but it’s always good to keep down the number of code lines needed to use it.
I write this, because I want to describe how the new […]
Game Development and Coding 27 Feb 2014 – Sprite Manager
The Sprite Manager Remade.
A Sprite Manager is usually a good idea to make for your game. An even better idea is to make it do as much as possible when being called on so you can focus on other things. What do I mean by that? Not that a Sprite Manager should do everything, but it’s always good to keep down the number of code lines needed to use it.
I write this, because I want to describe how the new […]