Browsing '2012': Students starting in 2012
6th Week of Big Game (Week 20)
This week I have been working on the map (surprise!). We have added physics on objects, so you can destroy/move/push objects by going through them. This works great because we can decorate maps a bit more, and have physics on objects. For example I have added physics on cave carts and some fences so you can rush through them. I will add them on all small objects that are decoration. So you keep the flow even if you run into […]
6th Week of Big Game (Week 20)
This week I have been working on the map (surprise!). We have added physics on objects, so you can destroy/move/push objects by going through them. This works great because we can decorate maps a bit more, and have physics on objects. For example I have added physics on cave carts and some fences so you can rush through them. I will add them on all small objects that are decoration. So you keep the flow even if you run into […]
Warbreaking Point Weekly Round-up – May 3rd – 9th
This week has been a slow week for me and the development of the game. There are two main reasons for this. The first has been that I have been sick during parts of the week, and therefore haven’t had as much energy to work on this as I’ve hoped. The second reasons is that things have been going slowly overall, solving issues has taken more time than I anticipated. But some progress has been done, and now it’s time […]
Warbreaking Point Weekly Round-up – May 3rd – 9th
This week has been a slow week for me and the development of the game. There are two main reasons for this. The first has been that I have been sick during parts of the week, and therefore haven’t had as much energy to work on this as I’ve hoped. The second reasons is that things have been going slowly overall, solving issues has taken more time than I anticipated. But some progress has been done, and now it’s time […]
Big Game Project Week 6
This week i have been working a lot on the feedback for the different objects in the game, i have also been working on added effects for the reflecting beams that the player uses to win the levels with. In addition to this i have been working on getting some sound effects into the game, most of the sound effects were added as additional feedback for different objects in the game.
I started out by getting the general feedback in for […]
Big Game Project Week 6
This week i have been working a lot on the feedback for the different objects in the game, i have also been working on added effects for the reflecting beams that the player uses to win the levels with. In addition to this i have been working on getting some sound effects into the game, most of the sound effects were added as additional feedback for different objects in the game.
I started out by getting the general feedback in for […]
Big Game Project Week 6
This week i have been working a lot on the feedback for the different objects in the game, i have also been working on added effects for the reflecting beams that the player uses to win the levels with. In addition to this i have been working on getting some sound effects into the game, most of the sound effects were added as additional feedback for different objects in the game.
I started out by getting the general feedback in for […]
Big Game Project Week 6
This week i have been working a lot on the feedback for the different objects in the game, i have also been working on added effects for the reflecting beams that the player uses to win the levels with. In addition to this i have been working on getting some sound effects into the game, most of the sound effects were added as additional feedback for different objects in the game.
I started out by getting the general feedback in for […]
Big Game Project Week 6
Squash Animation fix
I fixed the problem that occurred whit my squash system that I talked about last week. I was not sure in the end of last week if I had fix it or not, but this time I feel pretty sure that it is fixed. The problem was the timing in between the player’s regular update and the squash systems update. The squash system is made of a coroutine that has its own update functionality. I think the problem […]
Big Game Project Week 6
Squash Animation fix
I fixed the problem that occurred whit my squash system that I talked about last week. I was not sure in the end of last week if I had fix it or not, but this time I feel pretty sure that it is fixed. The problem was the timing in between the player’s regular update and the squash systems update. The squash system is made of a coroutine that has its own update functionality. I think the problem […]
Alpha Footage
Here’s the footage I said I would upload, hope you like it.
Temple of Light (28 April-4 May)
Last week I spent most of my time trying to implement light into the levels. The biggest problem I had was to get a cozy atmosphere in the levels but still make it playable and not to dark. The reason this was so hard was because our temple is positioned inside/under a mountain. An easy way to get the right type of light would have been to have windows for example which would let me use the light from the […]
Temple of Light (28 April-4 May)
Last week I spent most of my time trying to implement light into the levels. The biggest problem I had was to get a cozy atmosphere in the levels but still make it playable and not to dark. The reason this was so hard was because our temple is positioned inside/under a mountain. An easy way to get the right type of light would have been to have windows for example which would let me use the light from the […]
Temple of Light (28 April-4 May)
Last week I spent most of my time trying to implement light into the levels. The biggest problem I had was to get a cozy atmosphere in the levels but still make it playable and not to dark. The reason this was so hard was because our temple is positioned inside/under a mountain. An easy way to get the right type of light would have been to have windows for example which would let me use the light from the […]
Temple of Light (28 April-4 May)
Last week I spent most of my time trying to implement light into the levels. The biggest problem I had was to get a cozy atmosphere in the levels but still make it playable and not to dark. The reason this was so hard was because our temple is positioned inside/under a mountain. An easy way to get the right type of light would have been to have windows for example which would let me use the light from the […]
Fourth week of development!
Last week was an exciting week for me and the group in general! We have a game now, kind of. Our alpha is feature complete and we are ready this week for a feature freeze.
A lot of work went in to squash out the bugs in the movement system this week, and making sure it works for all cases. I devoted the first 2-3 days of last week to this. Also, we added items! Three items are in the game. […]
Fourth week of development!
Last week was an exciting week for me and the group in general! We have a game now, kind of. Our alpha is feature complete and we are ready this week for a feature freeze.
A lot of work went in to squash out the bugs in the movement system this week, and making sure it works for all cases. I devoted the first 2-3 days of last week to this. Also, we added items! Three items are in the game. […]
Mechropolis – The Grabber And It’s Chain
We call this cute little thing the Grabber. It’s able to fire it’s claw at a distance and grab onto things. A clever player might lure it into pulling a lever that is out of reach, or fuse it with a Controller (a robot that enables a fusion to be controlled by the player) and hookshot over a chasm.
One thing about this robot that we knew would be a challenge when we designed it is it’s ability to fire the […]
Mechropolis – The Grabber And It’s Chain
We call this cute little thing the Grabber. It’s able to fire it’s claw at a distance and grab onto things. A clever player might lure it into pulling a lever that is out of reach, or fuse it with a Controller (a robot that enables a fusion to be controlled by the player) and hookshot over a chasm.
One thing about this robot that we knew would be a challenge when we designed it is it’s ability to fire the […]
Fourth week of development!
Last week was an exciting week for me and the group in general! We have a game now, kind of. Our alpha is feature complete and we are ready this week for a feature freeze.
A lot of work went in to squash out the bugs in the movement system this week, and making sure it works for all cases. I devoted the first 2-3 days of last week to this. Also, we added items! Three items are in the game. […]
Fourth week of development!
Last week was an exciting week for me and the group in general! We have a game now, kind of. Our alpha is feature complete and we are ready this week for a feature freeze.
A lot of work went in to squash out the bugs in the movement system this week, and making sure it works for all cases. I devoted the first 2-3 days of last week to this. Also, we added items! Three items are in the game. […]
Mechropolis – The Grabber And It’s Chain
We call this cute little thing the Grabber. It’s able to fire it’s claw at a distance and grab onto things. A clever player might lure it into pulling a lever that is out of reach, or fuse it with a Controller (a robot that enables a fusion to be controlled by the player) and hookshot over a chasm.
One thing about this robot that we knew would be a challenge when we designed it is it’s ability to fire the […]
Mechropolis – The Grabber And It’s Chain
We call this cute little thing the Grabber. It’s able to fire it’s claw at a distance and grab onto things. A clever player might lure it into pulling a lever that is out of reach, or fuse it with a Controller (a robot that enables a fusion to be controlled by the player) and hookshot over a chasm.
One thing about this robot that we knew would be a challenge when we designed it is it’s ability to fire the […]