Browsing 'Uncategorized': dimwits who did not read the instructions.
Project “Haunted Light” 2014-02-27 Stone Walls
It’s Thursday and yet another blog post! Project “Haunted Light” (former name “Bloody Badgers”) is still going strong and we in group 5 are getting ready for our next milestone, which is the BETA version of the game. One completed artifact of my many other started ones I had for this week’s sprint is the stone wall tile set, which I will talk about on this post. Jonna, our group’s very talented lead artist, is the one behind the game’s […]
Project “Haunted Light” 2014-02-27 Stone Walls
It’s Thursday and yet another blog post! Project “Haunted Light” (former name “Bloody Badgers”) is still going strong and we in group 5 are getting ready for our next milestone, which is the BETA version of the game. One completed artifact of my many other started ones I had for this week’s sprint is the stone wall tile set, which I will talk about on this post. Jonna, our group’s very talented lead artist, is the one behind the game’s […]
Week 6 – With Intent
This week Have been pretty harsh, the Light Engine ”Let There Be Light” is obviously not optimised for OpenGL properly, so put out more than 2 update-able lights and you get some serious bugs on OS X.
I see no way around this unless I reconfigure the whole LTBL library, which I don’t really have time for right now. For testing Purposes with less lights I can still test the code on Mac with the Prototype, for the full game […]
Week 6 – With Intent
This week Have been pretty harsh, the Light Engine ”Let There Be Light” is obviously not optimised for OpenGL properly, so put out more than 2 update-able lights and you get some serious bugs on OS X.
I see no way around this unless I reconfigure the whole LTBL library, which I don’t really have time for right now. For testing Purposes with less lights I can still test the code on Mac with the Prototype, for the full game […]
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. […]
Soundmanager in FMOD
You could read in a earlier post about my troubles with SFML and the sound which basically made it really annoying to use.
So this week I’ve spent making a new soundmanager in the library FMOD which was suggested to me by Tommi the programming teacher.
Using this library has been harder then I initially suspected since it’s very different from anything I’ve coded in before.
But there is very good documentation for the library even if it takes a while to […]
Soundmanager in FMOD
You could read in a earlier post about my troubles with SFML and the sound which basically made it really annoying to use.
So this week I’ve spent making a new soundmanager in the library FMOD which was suggested to me by Tommi the programming teacher.
Using this library has been harder then I initially suspected since it’s very different from anything I’ve coded in before.
But there is very good documentation for the library even if it takes a while to […]
Better colliders. Artifact 3
I repaired the CollisionManager. It was broke. I dont want to talk about it.
From yesterday though:
When the player fish and an enemy collides, two things will happen in this game right now:
1. The player receives experience points. These are what will make the Player grow and level up though out the game.
2. The enemy will be eaten. In other words both the enemy collider and the enemy object, carrying a sprite and some functions get deleted.
(Enemy object are not discussed in […]
Better colliders. Artifact 3
I repaired the CollisionManager. It was broke. I dont want to talk about it.
From yesterday though:
When the player fish and an enemy collides, two things will happen in this game right now:
1. The player receives experience points. These are what will make the Player grow and level up though out the game.
2. The enemy will be eaten. In other words both the enemy collider and the enemy object, carrying a sprite and some functions get deleted.
(Enemy object are not discussed in […]
The colour of life
This week has been a not so productive week for me, nevertheless a very important week. Up to now we haven’t had any style guide or anything at all to look at while making art in order to make different components to work together and look good. But when Ida made a mood board in the end of last week we finally started to get a common visual goal on what we wanted to achieve.
So this week we have had more […]
The colour of life
This week has been a not so productive week for me, nevertheless a very important week. Up to now we haven’t had any style guide or anything at all to look at while making art in order to make different components to work together and look good. But when Ida made a mood board in the end of last week we finally started to get a common visual goal on what we wanted to achieve.
So this week we have had more […]
Some opinions about how out game is designed
Well this is a hard one to find something to write about, because I’ve been sick for a couple of days and when I’ve been here and worked I’ve pretty much only been working on the Customization screen, and I don’t really have anything interesting to say about that again. What I can say though is that a lot of it works right now.
So I’ll take this time to write a bit about my opinions on the game-design and what […]
Some opinions about how out game is designed
Well this is a hard one to find something to write about, because I’ve been sick for a couple of days and when I’ve been here and worked I’ve pretty much only been working on the Customization screen, and I don’t really have anything interesting to say about that again. What I can say though is that a lot of it works right now.
So I’ll take this time to write a bit about my opinions on the game-design and what […]
University Projects: Environmental Design Continued!
Hello Everyone!
Still working on the project With Intent as it is now called and it’s been solidly going forward and this week I’ve been working even more on the environmental design. For me this week has been a pretty repetitive week, as I’ve been adding and cleaning up the rooms from last week to a map.
So I started out working on a corridor frame on top of a large background picture. To create all the corridors on the level I’ve […]
University Projects: Environmental Design Continued!
Hello Everyone!
Still working on the project With Intent as it is now called and it’s been solidly going forward and this week I’ve been working even more on the environmental design. For me this week has been a pretty repetitive week, as I’ve been adding and cleaning up the rooms from last week to a map.
So I started out working on a corridor frame on top of a large background picture. To create all the corridors on the level I’ve […]
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 […]
Level Design
So this week I have been working on our level drawing and I must say it’s a lot of fun! Now I know that unfortunately you can’t make out everything that’s on the map, but for those of you with keen eyes, I can quickly explain what the different colors in the drawing means.
The way we create our level is through color coding, this means that for us to create the level we draw out different colors and […]
Level Design
So this week I have been working on our level drawing and I must say it’s a lot of fun! Now I know that unfortunately you can’t make out everything that’s on the map, but for those of you with keen eyes, I can quickly explain what the different colors in the drawing means.
The way we create our level is through color coding, this means that for us to create the level we draw out different colors and […]
3rd blog post of 10 Week Project – The Game Menu’s Code
Something I’ve been working on this week is implementing the menu for the game.
The states and state manager for our game had already been made, thus that was not a problem of mine. We had also gone through states in programming class, and therefore it was easy for me to know how they work and how to switch between them.
I have made a menu before, but as our game is controlled with the keyboard and no mouse, the menu for […]
3rd blog post of 10 Week Project – The Game Menu’s Code
Something I’ve been working on this week is implementing the menu for the game.
The states and state manager for our game had already been made, thus that was not a problem of mine. We had also gone through states in programming class, and therefore it was easy for me to know how they work and how to switch between them.
I have made a menu before, but as our game is controlled with the keyboard and no mouse, the menu for […]