Daily Archives: March 6, 2014
Project “Haunted Light” 2014-03-06 Pick-axe hack animation
One more week has flown by so fast and it’s time for yet another blog post. For this week’s sprint I’ve been working on the hacking with a pick-axe animation for the player. We in group 5 decided early on to keep the digging mechanic that the original game concept of “Bloody Badgers” had. Although in “Bloody Badgers” digging was the core mechanic, we decided for it to not play that big of a role in our game. We really […]
Project “Haunted Light” 2014-03-06 Pick-axe hack animation
One more week has flown by so fast and it’s time for yet another blog post. For this week’s sprint I’ve been working on the hacking with a pick-axe animation for the player. We in group 5 decided early on to keep the digging mechanic that the original game concept of “Bloody Badgers” had. Although in “Bloody Badgers” digging was the core mechanic, we decided for it to not play that big of a role in our game. We really […]
Animation in my nation
So another week has past, another artifact accomplished and perfected. A new thing has been learned this week. animations.
if you haven’t been paying attention in school I guess I’ll go over the basics. You create a class that allows itself to have a string of pictures. These depicts an animation and you line them up perfectly and in order. You take all of these images and load them into the program as just ONE image. You then created small frames […]
Animation in my nation
So another week has past, another artifact accomplished and perfected. A new thing has been learned this week. animations.
if you haven’t been paying attention in school I guess I’ll go over the basics. You create a class that allows itself to have a string of pictures. These depicts an animation and you line them up perfectly and in order. You take all of these images and load them into the program as just ONE image. You then created small frames […]
Animation in my nation
So another week has past, another artifact accomplished and perfected. A new thing has been learned this week. animations.
if you haven’t been paying attention in school I guess I’ll go over the basics.
You create a class that allows itself to have a string of pictures.
These depicts an animation and you line them up perfectly and in order.
You take all of these images and load them into the program as just ONE image.
You then created small frames of where you want […]
Animation in my nation
So another week has past, another artifact accomplished and perfected. A new thing has been learned this week. animations.
if you haven’t been paying attention in school I guess I’ll go over the basics.
You create a class that allows itself to have a string of pictures.
These depicts an animation and you line them up perfectly and in order.
You take all of these images and load them into the program as just ONE image.
You then created small frames of where you want […]
Haunted Light – Button class
This time I’ll be talking about a simple Button-class that I created this weak and the planning involved around it.
When I was thinking this through and listing everything I needed for the class to do what we want it to do, I planned it to be unnecessarily complicated. How I planned it was that it would be very similar to SFML’s own Sprite class. By creating 4 points, or verticies, they dictate the buttons size and then we could […]
Haunted Light – Button class
This time I’ll be talking about a simple Button-class that I created this weak and the planning involved around it.
When I was thinking this through and listing everything I needed for the class to do what we want it to do, I planned it to be unnecessarily complicated. How I planned it was that it would be very similar to SFML’s own Sprite class. By creating 4 points, or verticies, they dictate the buttons size and then we could […]
Week 6: Animations
Enough with the details already!! I got 2 animations done, one is the shooting sequence (both guard and player) And the other one is a strangling sequence. First of I started with a fast sketch just to see if it would look good (I learned from reading Mikaela Mobergs Blog). And yes, it was a helpful strategy! So first I had the sketch then I started to color it.
Here you have the sketch (its not going to be running this […]
Week 6: Animations
Enough with the details already!! I got 2 animations done, one is the shooting sequence (both guard and player) And the other one is a strangling sequence. First of I started with a fast sketch just to see if it would look good (I learned from reading Mikaela Mobergs Blog). And yes, it was a helpful strategy! So first I had the sketch then I started to color it.
Here you have the sketch (its not going to be running this […]
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 […]
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 […]
University Projects: Level 1 Design
Hello everyone!
This week, I’ve been working on finalizing the first level in our game. This was interesting because I got to work from the ground up, starting out with the basic design, getting started on environmental design, finishing it, designing the puzzles intended for the map and then finishing the details of it all.
So Level 1s design is based around a library. The reason for using a library was both that it was easy to design multiple encounters all in […]
University Projects: Level 1 Design
Hello everyone!
This week, I’ve been working on finalizing the first level in our game. This was interesting because I got to work from the ground up, starting out with the basic design, getting started on environmental design, finishing it, designing the puzzles intended for the map and then finishing the details of it all.
So Level 1s design is based around a library. The reason for using a library was both that it was easy to design multiple encounters all in […]
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 […]
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 […]
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 […]
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 […]
Game Development- Introduction. Blog Post – 4
Playtesting is approaching and so even the Beta presentation. We have manged to put together a playable game but we still missing some important parts to really call it a Beta. As it is right now the game is too difficult and the player dont get any feedback about what happens. Feed back is something we working on right now because it’s important for the player to be able to figure out what to do in some situations, otherwise it […]
Game Development- Introduction. Blog Post – 4
Playtesting is approaching and so even the Beta presentation. We have manged to put together a playable game but we still missing some important parts to really call it a Beta. As it is right now the game is too difficult and the player dont get any feedback about what happens. Feed back is something we working on right now because it’s important for the player to be able to figure out what to do in some situations, otherwise it […]
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 […]
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 […]
Game Development- Introduction. Blog Post – 4
Playtesting is approaching and so even the Beta presentation. We have manged to put together a playable game but we still missing some important parts to really call it a Beta. As it is right now the game is too difficult and the player dont get any feedback about what happens. Feed back is something we working on right now because it’s important for the player to be able to figure out what to do in some situations, otherwise it […]
Game Development- Introduction. Blog Post – 4
Playtesting is approaching and so even the Beta presentation. We have manged to put together a playable game but we still missing some important parts to really call it a Beta. As it is right now the game is too difficult and the player dont get any feedback about what happens. Feed back is something we working on right now because it’s important for the player to be able to figure out what to do in some situations, otherwise it […]