Browsing '2013': Students starting in 2013
Big Game Project, Final Post
So one month has past since the project ended. So what did we end up with?
We have a working level and I’m happy with what we accomplished in such a short time even though the game is lacking in certain areas like UI functionality and maybe some gameplay mechanics.I do however like the graphical style of the game and the feeling it gives when played.
The last week of the project I went back to working with the UI again with […]
Big Game Project, Final Post
So one month has past since the project ended. So what did we end up with?
We have a working level and I’m happy with what we accomplished in such a short time even though the game is lacking in certain areas like UI functionality and maybe some gameplay mechanics.I do however like the graphical style of the game and the feeling it gives when played.
The last week of the project I went back to working with the UI again with […]
BGP – TwinShift – Late blog
I’m very late with this blog-post so I honestly I don’t have that good of a grasp on what I actually did during each week. So I’ll do my best to write these two blogs anyway.
Something that I’m sure of is that after I wrote the previous blog-post the camera was mostly done so I started to work on the Main Menu. This menu that I made however isn’t in the GGC version of the game because many people thought […]
BGP – TwinShift – Late blog
I’m very late with this blog-post so I honestly I don’t have that good of a grasp on what I actually did during each week. So I’ll do my best to write these two blogs anyway.
Something that I’m sure of is that after I wrote the previous blog-post the camera was mostly done so I started to work on the Main Menu. This menu that I made however isn’t in the GGC version of the game because many people thought […]
Big Game Project – Post 5 – Final Post
In the final days before GGC I made/worked on the following:
Pause Menu
Results Screen
Loading Screen
Assisted Driving (derived from AI)
Scene Transitions
Pause Menu
The pause menu is accessed by any player pressing the start button on their controller (if four controllers are connected but only two of them are racing, only the two active controllers can be used to pause).
Pausing the game triggers a global bool that stops every script from running. It originally set the TimeScale of Unity to 0, but then it stopped […]
Big Game Project – Post 5 – Final Post
In the final days before GGC I made/worked on the following:
Pause Menu
Results Screen
Loading Screen
Assisted Driving (derived from AI)
Scene Transitions
Pause Menu
The pause menu is accessed by any player pressing the start button on their controller (if four controllers are connected but only two of them are racing, only the two active controllers can be used to pause).
Pausing the game triggers a global bool that stops every script from running. It originally set the TimeScale of Unity to 0, but then it stopped […]
BGP Post GGC Reflections: TwinShift
GGC is over (since quite some time), and everything has calmed down in terms of hand-ins and the like. Therefore, I wanted to write some kind of reflection on the project (TwinShift) as a whole.
I have some mixed feelings about TwinShift. When originally approached with the idea, I felt that it was an awesome idea for a game, and working with friends often means having a good time, and decided to join the group for a “final” project. As the […]
BGP Post GGC Reflections: TwinShift
GGC is over (since quite some time), and everything has calmed down in terms of hand-ins and the like. Therefore, I wanted to write some kind of reflection on the project (TwinShift) as a whole.
I have some mixed feelings about TwinShift. When originally approached with the idea, I felt that it was an awesome idea for a game, and working with friends often means having a good time, and decided to join the group for a “final” project. As the […]
BGP Week 6-7: Main Menu
The last two weeks of BGP! In between the random polish that had to be done, I also remade the main menu. For reference, all of the images in this post were stripped of environment and skyboxes and the like, in order to only show the actual main menu UI.
We had received feedback that the original main menu felt too “clean” for the feeling we wanted to convey with the game. Due to this, and also the way the original […]
BGP Week 6-7: Main Menu
The last two weeks of BGP! In between the random polish that had to be done, I also remade the main menu. For reference, all of the images in this post were stripped of environment and skyboxes and the like, in order to only show the actual main menu UI.
We had received feedback that the original main menu felt too “clean” for the feeling we wanted to convey with the game. Due to this, and also the way the original […]
Let’s have fun programming this summer
Just a quick blog post to indicate the beginning of the summer programming project now that the Big Game Project is over.
During this summer i plan on experimenting with 2D physics using SFML in Visual Studio, I haven’t gotten started until now due to being away for a week on a family vacation and recuperating from it. I will put together a project plan ASAP as i am already late with handing one in.
The GitHub project can be found here: https://github.com/Enyoyable/Summer2015.git
[…]
Let’s have fun programming this summer
Just a quick blog post to indicate the beginning of the summer programming project now that the Big Game Project is over.
During this summer i plan on experimenting with 2D physics using SFML in Visual Studio, I haven’t gotten started until now due to being away for a week on a family vacation and recuperating from it. I will put together a project plan ASAP as i am already late with handing one in.
The GitHub project can be found here: https://github.com/Enyoyable/Summer2015.git
[…]
Big Game Project – Post 4
Fourth week was when we finished most of the smaller things like HUD, main menu and loading screen with screenfading etc.
From last week: Waypoints were used for:
AI Navigation points
Player placement
Lap count
Wrong-way indicator
Respawn position/rotation
I explained AI Navigation and will be going more indepth into the AI in the next post.
This post will be about the other things and the systems surrounding those features along with the other things done this week.
Player placement & Lap count
Basic functionality: A Waypointhandler triggers every players […]
Big Game Project – Post 4
Fourth week was when we finished most of the smaller things like HUD, main menu and loading screen with screenfading etc.
From last week: Waypoints were used for:
AI Navigation points
Player placement
Lap count
Wrong-way indicator
Respawn position/rotation
I explained AI Navigation and will be going more indepth into the AI in the next post.
This post will be about the other things and the systems surrounding those features along with the other things done this week.
Player placement & Lap count
Basic functionality: A Waypointhandler triggers every players […]
Big Game Project – Post 3
The course is over and this blog was ignored in favor of production so I will be writing three blog posts summarizing the third, fourth and then the final weeks or the project.
First is the third week.
This week I finished our gravitational system with the simplest solution: using the previously mentioned raycast that finds the normal of the mesh below the ship and then move the ship to a predetermined distance away from the mesh along the normal, pseudocode:
newPosition = […]
Big Game Project – Post 3
The course is over and this blog was ignored in favor of production so I will be writing three blog posts summarizing the third, fourth and then the final weeks or the project.
First is the third week.
This week I finished our gravitational system with the simplest solution: using the previously mentioned raycast that finds the normal of the mesh below the ship and then move the ship to a predetermined distance away from the mesh along the normal, pseudocode:
newPosition = […]
BGP – Spirit Boom – Dev. Post 4
I apologize for this post being late, but there’s been quite a bit going on, sorry about that. This is the last post of this project.
Developing the levelling system
This was originally supposed to be implemented in the game; however, due to the need for focus to be shifted elsewhere it wasn’t completed. The idea was to read in data about what numbers to use from a .txt file. By setting the parameters for each individual level the player would […]
BGP – Spirit Boom – Dev. Post 4
I apologize for this post being late, but there’s been quite a bit going on, sorry about that. This is the last post of this project.
Developing the levelling system
This was originally supposed to be implemented in the game; however, due to the need for focus to be shifted elsewhere it wasn’t completed. The idea was to read in data about what numbers to use from a .txt file. By setting the parameters for each individual level the player would […]
Branches of level design
So the past few weeks i’ve been primarily focusing level designing the game. and it’s been a lot of testing and sketching level idea’s for the game. This process got me asking a few questions regarding level design and it’s different aspects of it. seeing as level design isn’t primarily placing really large boxes within a space without thought and design. Within level design you firstly have to communicate and enforce the fundamental rules of the game design.
So where am […]
Branches of level design
So the past few weeks i’ve been primarily focusing level designing the game. and it’s been a lot of testing and sketching level idea’s for the game. This process got me asking a few questions regarding level design and it’s different aspects of it. seeing as level design isn’t primarily placing really large boxes within a space without thought and design. Within level design you firstly have to communicate and enforce the fundamental rules of the game design.
So where am […]
Big Game Project: Week Five
Apologies for the very late submission! Things have been coming to a head with work and I frankly forgot about posting this report. Without further delay I will continue on with my painfully brief report of one of the project’s last weeks.
This week has been a lot about trial and error regarding the Unity engine when implementing terrain into the game. My inexperience showed as I believed it was a simple matter of creating terrain by modelling through 3DS Max […]
Big Game Project: Week Five
Apologies for the very late submission! Things have been coming to a head with work and I frankly forgot about posting this report. Without further delay I will continue on with my painfully brief report of one of the project’s last weeks.
This week has been a lot about trial and error regarding the Unity engine when implementing terrain into the game. My inexperience showed as I believed it was a simple matter of creating terrain by modelling through 3DS Max […]
Big Game Project – Week 7 & 8
So The course is over and this post is a bit late, due to various reasons, so i’m going to go through what happened and what I did during the last two weeks before GGC. We decided to set up level streaming to make run steady over 30 fps. and work on less powerful computers. … Continue reading Big Game Project – Week 7 & 8
Big Game Project – Week 7 & 8
So The course is over and this post is a bit late, due to various reasons, so i’m going to go through what happened and what I did during the last two weeks before GGC. We decided to set up level streaming to make run steady over 30 fps. and work on less powerful computers. … Continue reading Big Game Project – Week 7 & 8