Browsing '5SD033': Introduction to Game Development
Sixth Update; Potato Pirates
Hello!
It is time for the sixth blogpost!The final stages of this assignment is coming to a close and i can say that I am happy with how our game turned up. For you who don’t exactly know what the game is about, a quick recap. The game is called potato pirates and is a top down, space shooter game. The player takes the place as the pilot Nelly, the Dot. She is a smuggler during the time of the prohibition. […]
Sixth Update; Potato Pirates
Hello!
It is time for the sixth blogpost!The final stages of this assignment is coming to a close and i can say that I am happy with how our game turned up. For you who don’t exactly know what the game is about, a quick recap. The game is called potato pirates and is a top down, space shooter game. The player takes the place as the pilot Nelly, the Dot. She is a smuggler during the time of the prohibition. […]
It's Raining Crates
Oh wow, what a week. Tomorrow is the deadline and I’ve gotten a lot of things done these last few days. It was pretty hard to decide what to write about!
At first, our powerups were dropped by the enemies when they explode. It didn’t make much sense because they’re not trying to shoot anyone down, they’re just trying to land on your planet. So we switched it up: The powerups now comes in crates (Worms-style), sent by whatever company you’re […]
It's Raining Crates
Oh wow, what a week. Tomorrow is the deadline and I’ve gotten a lot of things done these last few days. It was pretty hard to decide what to write about!
At first, our powerups were dropped by the enemies when they explode. It didn’t make much sense because they’re not trying to shoot anyone down, they’re just trying to land on your planet. So we switched it up: The powerups now comes in crates (Worms-style), sent by whatever company you’re […]
You got a new Highscore!
This week I finished our highscore system, but when I say finished I actually mean “we finally got this thing working properly don’t touch it”. We’ve actually been working on the highscore system on and off for a few weeks now and it didn’t work nicely until recently. And we still need to work a bit on the UI. Why it took so long is because we had a bunch of small problems that together caused a pretty large mess.
Let […]
You got a new Highscore!
This week I finished our highscore system, but when I say finished I actually mean “we finally got this thing working properly don’t touch it”. We’ve actually been working on the highscore system on and off for a few weeks now and it didn’t work nicely until recently. And we still need to work a bit on the UI. Why it took so long is because we had a bunch of small problems that together caused a pretty large mess.
Let […]
Potato Pirates, Fifth Update
Hello!
It is time for the fifth blogpost! Last week, as i mentioned in the last post, and the post before that, I have spent a lot of time redesigning the map because it did not fit the overall art of the game.
Another big complain we got during the playtesting session was that there were little to no feedback from the game in several areas. It was also lacking a clear goal. The player does not know what his mission is […]
Potato Pirates, Fifth Update
Hello!
It is time for the fifth blogpost! Last week, as i mentioned in the last post, and the post before that, I have spent a lot of time redesigning the map because it did not fit the overall art of the game.
Another big complain we got during the playtesting session was that there were little to no feedback from the game in several areas. It was also lacking a clear goal. The player does not know what his mission is […]
The Minimap
When you have a playing field that’s large enough so the screen barely covers 1/5th of the map, you’re going to have issues with knowing where the enemies, obstacles or what you now have is coming from. When you’re also limited in how fast you can check all directions, it’s just going to be an frustrating experience unless you have some other way to see where the enemies are coming from.
The most obvious and straight-forward to this is a minimap. […]
The Minimap
When you have a playing field that’s large enough so the screen barely covers 1/5th of the map, you’re going to have issues with knowing where the enemies, obstacles or what you now have is coming from. When you’re also limited in how fast you can check all directions, it’s just going to be an frustrating experience unless you have some other way to see where the enemies are coming from.
The most obvious and straight-forward to this is a minimap. […]
Potato pirates; Forth Update
It is time for the fourth blogpost! Last week, i wrote that we had to redesign the map, the game level because it did not fit our design for the enemies and the avatar plane. They didn’t look like they came from the same world which was a major flaw. In addition, i explained the problems i encountered and what my goal was with the map. My main goal with the map was to make sure it looked like a […]
Potato pirates; Forth Update
It is time for the fourth blogpost! Last week, i wrote that we had to redesign the map, the game level because it did not fit our design for the enemies and the avatar plane. They didn’t look like they came from the same world which was a major flaw. In addition, i explained the problems i encountered and what my goal was with the map. My main goal with the map was to make sure it looked like a […]
Potato Pirates. Update nr 3
As always. I will give you guys a quick recap of what’s been going on in our group as a whole. Its my pleasure to tell you that our game is progressing in a satisfying direction and our teamwork is going better than ever. Unfortunately we lost another team member which means a lot more pressure on our programmers. How does this affect us, the graphical members?
Well, in order to make it easier for the programmers. We will try […]
Potato Pirates. Update nr 3
As always. I will give you guys a quick recap of what’s been going on in our group as a whole. Its my pleasure to tell you that our game is progressing in a satisfying direction and our teamwork is going better than ever. Unfortunately we lost another team member which means a lot more pressure on our programmers. How does this affect us, the graphical members?
Well, in order to make it easier for the programmers. We will try […]
Graphs
The concept we chose for our project, Planet Suburbia, does a pretty interesting thing when it comes to in-game resources: money and health is the same thing. The explaination behind it is that you have the job of defending the planet. You can spend your companys money to up your defences, but it also gets drained when the invading aliens manages to land on the planet. If you go over budget, you get an angry phone call from your boss […]
Graphs
The concept we chose for our project, Planet Suburbia, does a pretty interesting thing when it comes to in-game resources: money and health is the same thing. The explaination behind it is that you have the job of defending the planet. You can spend your companys money to up your defences, but it also gets drained when the invading aliens manages to land on the planet. If you go over budget, you get an angry phone call from your boss […]
Aimbotting for turrets
It’s pretty hard to defend a planet if you’re alone. I mean, you’re just this tiny guy on this huge planet and aliens are attacking from all over the place. You simply won’t be able to defend the entire planet at once. The solution? Turrets!
These wasn’t that hard to implement since we’re placing the turret at the players position that we’ve already calculated and reuse the aiming and shooting code that we have for the player! But alright, let’s […]
Aimbotting for turrets
It’s pretty hard to defend a planet if you’re alone. I mean, you’re just this tiny guy on this huge planet and aliens are attacking from all over the place. You simply won’t be able to defend the entire planet at once. The solution? Turrets!
These wasn’t that hard to implement since we’re placing the turret at the players position that we’ve already calculated and reuse the aiming and shooting code that we have for the player! But alright, let’s […]
Potato Pirates: Second Update
As the presentation of our Alpha is approaching, a major part of our time has been spent polishing our game. As the programmers have pulled out all of their hair, trying to get the AI to work accordingly to our vision, we, the more graphic oriented members of our group have had a hard time, finding stuff to do. So I haven’t felt the dreaded “ alpha” rush that so many senior students have warned us about. If this […]
Potato Pirates: Second Update
As the presentation of our Alpha is approaching, a major part of our time has been spent polishing our game. As the programmers have pulled out all of their hair, trying to get the AI to work accordingly to our vision, we, the more graphic oriented members of our group have had a hard time, finding stuff to do. So I haven’t felt the dreaded “ alpha” rush that so many senior students have warned us about. If this […]
Moving in circles
If you want to move around a 2D planet while still being able to loop around, you have a few options. You could have the ground be flat like any other 2D game and loop one edge to the other, having your characters move just like any other 2D game. Or you could make the ground an actual circle and make your characters orbit around it using basic trigonometrics. We (or, well, I) decided to do the latter.
The reasoning behind […]
Moving in circles
If you want to move around a 2D planet while still being able to loop around, you have a few options. You could have the ground be flat like any other 2D game and loop one edge to the other, having your characters move just like any other 2D game. Or you could make the ground an actual circle and make your characters orbit around it using basic trigonometrics. We (or, well, I) decided to do the latter.
The reasoning behind […]
Group 7, Update Potato Pirates
As this is my first real post in this blog I want to begin with a quick summary of our assignment. Our game and my responsibilities in the group. Our assignment is to create a working game from a concept document that another group has done. ANd a milestone so to speak is to create a design document for this game. The concept we chose where Potato Pirates. It is set in the year of 1920, during the time of […]
Group 7, Update Potato Pirates
As this is my first real post in this blog I want to begin with a quick summary of our assignment. Our game and my responsibilities in the group. Our assignment is to create a working game from a concept document that another group has done. ANd a milestone so to speak is to create a design document for this game. The concept we chose where Potato Pirates. It is set in the year of 1920, during the time of […]