Browsing 'Uncategorized': dimwits who did not read the instructions.

Level Design and Sound Generate Mechanic

Level Design
This week has seen some major changes to the map. We’ve changed the colour scheme, added new areas (which means redrawing A LOT of collision, light and entities). I’ve made some pretty extensive mock-ups on paper, and tried changing walkpaths around in order for the Aesthetic goals the game set out to create, to be fulfilled.
Sooo many Areas have been torn down, rebuilt, just to be torn down again and just scrapped. It’s got to be perfect! Although, this […]

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Program: Programming

Level Design and Sound Generate Mechanic

Level Design
This week has seen some major changes to the map. We’ve changed the colour scheme, added new areas (which means redrawing A LOT of collision, light and entities). I’ve made some pretty extensive mock-ups on paper, and tried changing walkpaths around in order for the Aesthetic goals the game set out to create, to be fulfilled.
Sooo many Areas have been torn down, rebuilt, just to be torn down again and just scrapped. It’s got to be perfect! Although, this […]

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Program: Programming

All GUI and no animation makes William a dull boy (but nah, it’s cool)

This week has been quite different from the previous ones. Up until today, I have worked almost entirely on designing characters and animating them. However, our programmers are now busy working on putting the animations we already have to use, and we are not that likely to add many more, if any at all. This has resulted in this week becoming devoid of animation, and instead, I have been tasked with designing parts of the GUI.
The one item that I […]

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Program: Graphics

All GUI and no animation makes William a dull boy (but nah, it’s cool)

This week has been quite different from the previous ones. Up until today, I have worked almost entirely on designing characters and animating them. However, our programmers are now busy working on putting the animations we already have to use, and we are not that likely to add many more, if any at all. This has resulted in this week becoming devoid of animation, and instead, I have been tasked with designing parts of the GUI.
The one item that I […]

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Program: Graphics

4th blog post of 10 Week Project – Designing The End Game Boss

Since the beta is next week, we have tried to finish the design of the end game boss.
The enemies of the game are made of three elemental types and it was decided that the boss would possess all of these elements. What element she is currently using will be shown by changing the color of the sprite and by having different projectiles/attacks for each element. The visual representation of our boss will be somewhat like the lost souls but wearing […]

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Program: Programming

4th blog post of 10 Week Project – Designing The End Game Boss

Since the beta is next week, we have tried to finish the design of the end game boss.
The enemies of the game are made of three elemental types and it was decided that the boss would possess all of these elements. What element she is currently using will be shown by changing the color of the sprite and by having different projectiles/attacks for each element. The visual representation of our boss will be somewhat like the lost souls but wearing […]

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Program: Programming

Sprint planning + progression (?)

As usual I am going to write about the past week and what I’ve done as a coder in the group. So last week I had a bunch of things to, and the following picture showes what the assigned tasks were that I was expected to do:

 
As you can see there were a total of eight artifacts and the estimated work hours summed up to a total of whopping 52 hours in a week, so it isn’t hard to […]

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Program: Programming

Sprint planning + progression (?)

As usual I am going to write about the past week and what I’ve done as a coder in the group. So last week I had a bunch of things to, and the following picture showes what the assigned tasks were that I was expected to do:

 
As you can see there were a total of eight artifacts and the estimated work hours summed up to a total of whopping 52 hours in a week, so it isn’t hard to […]

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Program: Programming

A breeze of fresh air

This week, as opposed to last week, I’ve been doing quite a lot of work.
I started the week with doing some small things to make the environment look less sterile. A sterile and empty environment is something that really affects the feel of a game. Sometimes, if you do it on purpose, like in Mirrors edge for example it can work really well, making the game world feel like a fantasy, a dream, something perfect. But if your game world […]

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Program: Graphics

A breeze of fresh air

This week, as opposed to last week, I’ve been doing quite a lot of work.
I started the week with doing some small things to make the environment look less sterile. A sterile and empty environment is something that really affects the feel of a game. Sometimes, if you do it on purpose, like in Mirrors edge for example it can work really well, making the game world feel like a fantasy, a dream, something perfect. But if your game world […]

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Program: Graphics

BETA Approaching

This is the last week before BETA.
So, here we are trying to finish up as much as possible before the game is to be put forth for play testing this Monday and later the big BETA presentation next Friday. During this kind of hectic time you sometimes find yourself in need of the answers to the questions you probably should have asked about a week ago when you had two weeks to think it over.
One of these questions is as […]

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Program: Graphics

BETA Approaching

This is the last week before BETA.
So, here we are trying to finish up as much as possible before the game is to be put forth for play testing this Monday and later the big BETA presentation next Friday. During this kind of hectic time you sometimes find yourself in need of the answers to the questions you probably should have asked about a week ago when you had two weeks to think it over.
One of these questions is as […]

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Program: Graphics

Week 7 – With Intent

There isn’t much I can write about this week, since I got a sudden call this Tuesday. I’ll be taking the ferry back to the mainland tomorrow afternoon, I’ll earn some money from it and the traveling expenses is being paid, I couldn’t really pass up on that now could I?
During the last weekend and into Monday, I’ve been working on the Collision Manager, Unlike the first version of the collision manager that took 2 arguments (position and radius), the […]

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Program: Programming

Week 7 – With Intent

There isn’t much I can write about this week, since I got a sudden call this Tuesday. I’ll be taking the ferry back to the mainland tomorrow afternoon, I’ll earn some money from it and the traveling expenses is being paid, I couldn’t really pass up on that now could I?
During the last weekend and into Monday, I’ve been working on the Collision Manager, Unlike the first version of the collision manager that took 2 arguments (position and radius), the […]

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Program: Programming

Aggressive Bystander – Voice-Overs

This week I’ve been focused on getting some voice-overs done for our game, voice-overs are essentially all of the sounds that can’t be produced using sound effects and digital tools in a DAW (digital audio workstation)

The sounds we were going to try and produce was the sounds of our various characters getting hit by various blunt objects or getting shot, there was also the matter of producing the sound of a crowd chanting various non-propaganda like chants which was […]

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Program: Graphics

Aggressive Bystander – Voice-Overs

This week I’ve been focused on getting some voice-overs done for our game, voice-overs are essentially all of the sounds that can’t be produced using sound effects and digital tools in a DAW (digital audio workstation)

The sounds we were going to try and produce was the sounds of our various characters getting hit by various blunt objects or getting shot, there was also the matter of producing the sound of a crowd chanting various non-propaganda like chants which was […]

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Program: Graphics

Sound effects and music

This week I’ve been working on making sound effects and finding some music fitting the theme of the game.
The sound effects take awhile to make since I’ve had to cut down the length of the sound while making sure it doesn’t sound choppy and at the same time making sure the sound effect blends in with the theme, the action that happens and the other sounds and or music.
I’ve been using audacity to work on the sound files it’s […]

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Program: Programming

Sound effects and music

This week I’ve been working on making sound effects and finding some music fitting the theme of the game.
The sound effects take awhile to make since I’ve had to cut down the length of the sound while making sure it doesn’t sound choppy and at the same time making sure the sound effect blends in with the theme, the action that happens and the other sounds and or music.
I’ve been using audacity to work on the sound files it’s […]

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Program: Programming

Suit Em Up, various stuff and some other stuff including particles

Once again I haven’t worked on one artifact enough this week to justify writing a whole blogpost about it, so because I have to write something I’ll write a bit about what I’ve done this week. I’ve been touching up some small things and added a few new smaller features.
First off, I had some troubles with adding a non-repeating sound effect that plays when you are hovering over a button. First I did the stupid thing and was trying to […]

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Program: Programming

Suit Em Up, various stuff and some other stuff including particles

Once again I haven’t worked on one artifact enough this week to justify writing a whole blogpost about it, so because I have to write something I’ll write a bit about what I’ve done this week. I’ve been touching up some small things and added a few new smaller features.
First off, I had some troubles with adding a non-repeating sound effect that plays when you are hovering over a button. First I did the stupid thing and was trying to […]

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Program: Programming

Cleaning up a design and working with layered animations

Hello again, everyone.
This week has been similar to the last, my work has been quite spread out and I’ve been working on both our player fish’s final design, and some misc. background assets. Given how extensive my first two blog posts were regarding my animation process, I don’t have anything too revolutionary to go through today. Nevertheless, I thought I’d once again go through a part of my process of creating an animation, as well as going back and touching […]

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Program: Graphics

Cleaning up a design and working with layered animations

Hello again, everyone.
This week has been similar to the last, my work has been quite spread out and I’ve been working on both our player fish’s final design, and some misc. background assets. Given how extensive my first two blog posts were regarding my animation process, I don’t have anything too revolutionary to go through today. Nevertheless, I thought I’d once again go through a part of my process of creating an animation, as well as going back and touching […]

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Program: Graphics

Rotating & vanishing Guards


 
Okay! This week has been a very interesting one! I have been further working on our level design and have been adding in rotations to our stationary guards. I also had to remake all of the patrolling patterns for our guards since there was some issues with how the guards spawned in comparison to where they wanted to patrol. I solved the patrolling guard issue quite easily, it was just a bit of tedious work on it to get […]

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Program: Graphics

Rotating & vanishing Guards


 
Okay! This week has been a very interesting one! I have been further working on our level design and have been adding in rotations to our stationary guards. I also had to remake all of the patrolling patterns for our guards since there was some issues with how the guards spawned in comparison to where they wanted to patrol. I solved the patrolling guard issue quite easily, it was just a bit of tedious work on it to get […]

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Program: Graphics