Daily Archives: March 13, 2014

Beta tomorrow!

Hello there!
This week I have sealed alot of memory leaks and fixed a whole lot of small bugs. Apart from that I have also made a enemy wave spawner that is time-optimized for level designers. It is not very precise and there are currently no functions for telling exactly what enemy is going to spawn where. But making a wave is so simple! Just tell it how many enemies of what kind you want, and for how long the wave […]

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Program: Programming

Beta tomorrow!

Hello there!
This week I have sealed alot of memory leaks and fixed a whole lot of small bugs. Apart from that I have also made a enemy wave spawner that is time-optimized for level designers. It is not very precise and there are currently no functions for telling exactly what enemy is going to spawn where. But making a wave is so simple! Just tell it how many enemies of what kind you want, and for how long the wave […]

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Program: Programming

University Projects: Preparing for Playtesting

Hello everyone!
This week as for the last couple of weeks I’m going to write about the game With Intent that I’ve been working on for a while now. For those who haven’t been up to snuff about it, it’s a stealth game, in top down perspective, where the player has to get through different areas by using timing and the art of not being seen.
So for this week I’ve been mostly working on 2 things, more level design (actually putting […]

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Program: Graphics

University Projects: Preparing for Playtesting

Hello everyone!
This week as for the last couple of weeks I’m going to write about the game With Intent that I’ve been working on for a while now. For those who haven’t been up to snuff about it, it’s a stealth game, in top down perspective, where the player has to get through different areas by using timing and the art of not being seen.
So for this week I’ve been mostly working on 2 things, more level design (actually putting […]

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Program: Graphics

Small Things That Matter

Greetings!
Today I will discuss some of the choices we as a group have made. That along with some of the artifacts I’ve completed this week.
Our game has a very winding map that, we noticed, is extremely boring to walk through when you’ve already killed all the mobs or walking back from a boss fight. To fix this we threw some ideas around and tried to find something nice and simple just to get the character more engaged even when there […]

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Program: Graphics

Small Things That Matter

Greetings!
Today I will discuss some of the choices we as a group have made. That along with some of the artifacts I’ve completed this week.
Our game has a very winding map that, we noticed, is extremely boring to walk through when you’ve already killed all the mobs or walking back from a boss fight. To fix this we threw some ideas around and tried to find something nice and simple just to get the character more engaged even when there […]

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Program: Graphics

10 Week Project – Post 5 – Don't Touch the Chairs, You Filthy Casual

I was supposed to write about introducing our Knock Out feature today, but we recently decided to put that feature on hold while focusing on other things in the game. So let’s talk about something else like the visual and audible feedback from collision with furniture!
A lot of stealth games are focusing on staying in the shadows and not to be seen by the baddies. But you can, in some games, walk so close to the enemy that you can smell […]

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Program: Graphics

10 Week Project – Post 5 – Don't Touch the Chairs, You Filthy Casual

I was supposed to write about introducing our Knock Out feature today, but we recently decided to put that feature on hold while focusing on other things in the game. So let’s talk about something else like the visual and audible feedback from collision with furniture!
A lot of stealth games are focusing on staying in the shadows and not to be seen by the baddies. But you can, in some games, walk so close to the enemy that you can smell […]

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Program: Graphics

A Lively Death

We are now on the seventh week of our game project, which means we are making it closer to the end. Beta is due for Friday and our programmers are working day and night to have everything ready till then, unlike myself who have barley got anything to do this week. However, it is  quite a convenience since I am starting to feel ill and is in need of some rest.
Anyway, last week I finished what I believe might be […]

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Program: Graphics

A Lively Death

We are now on the seventh week of our game project, which means we are making it closer to the end. Beta is due for Friday and our programmers are working day and night to have everything ready till then, unlike myself who have barley got anything to do this week. However, it is  quite a convenience since I am starting to feel ill and is in need of some rest.
Anyway, last week I finished what I believe might be […]

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Program: Graphics

Sorrow Throughout The Nine Worlds

It seems like the guard in the wheelchair mentioned in last week’s blog was sadly laid off shortly before our main character decided to embark on his glorious and not at all sneaky mission to the land of freedom fries and liberty cabbage.
For a number of reasons, mostly of the chronological variety, with everybody’s hated Grandfather Time biting at our proverbial ankles every step of the way, it was decided that instead of adding a whole new guard version.
It would […]

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Program: Graphics

Sorrow Throughout The Nine Worlds

It seems like the guard in the wheelchair mentioned in last week’s blog was sadly laid off shortly before our main character decided to embark on his glorious and not at all sneaky mission to the land of freedom fries and liberty cabbage.
For a number of reasons, mostly of the chronological variety, with everybody’s hated Grandfather Time biting at our proverbial ankles every step of the way, it was decided that instead of adding a whole new guard version.
It would […]

/ Comments Off on Sorrow Throughout The Nine Worlds
Program: Graphics

Sorrow Throughout The Nine Worlds

It seems like the guard in the wheelchair mentioned in last week’s blog was sadly laid off shortly before our main character decided to embark on his glorious and not at all sneaky mission to the land of freedom fries and liberty cabbage.
For a number of reasons, mostly of the chronological variety, with everybody’s hated Grandfather Time biting at our proverbial ankles every step of the way, it was decided that instead of adding a whole new guard version.
It would […]

/ Comments Off on Sorrow Throughout The Nine Worlds
Program: Graphics

Sorrow Throughout The Nine Worlds

It seems like the guard in the wheelchair mentioned in last week’s blog was sadly laid off shortly before our main character decided to embark on his glorious and not at all sneaky mission to the land of freedom fries and liberty cabbage.
For a number of reasons, mostly of the chronological variety, with everybody’s hated Grandfather Time biting at our proverbial ankles every step of the way, it was decided that instead of adding a whole new guard version.
It would […]

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Program: Graphics

Project Terminal – Run Animation Remake

It’s beta week! I’ve started to accept how ridiculously fast the weeks are going by and have just started to go with it.
This monday we had our second playtest and I got to see my guards running in game for the first time. A few people commented on the animation feeling a bit off. I quote “when he’s running downward, it looks like he’s swimming on the floor.” They didn’t have to tell me because I saw the problem clearly […]

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Program: Graphics

Project Terminal – Run Animation Remake

It’s beta week! I’ve started to accept how ridiculously fast the weeks are going by and have just started to go with it.
This monday we had our second playtest and I got to see my guards running in game for the first time. A few people commented on the animation feeling a bit off. I quote “when he’s running downward, it looks like he’s swimming on the floor.” They didn’t have to tell me because I saw the problem clearly […]

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Program: Graphics

Project Haunted Light 14-03-13

R.I.P, dear tablet-pen. 24th Dec 2008 – 12th Mar 2014. I’m sad to see you go. You will be missed.
This past week I’ve been working on animating a short intro sequence to our game. We want to have this short intro so that the player doesn’t spawn in this unknown environment without any idea of what they’re doing there, but rather feel like he or she is waking up in an unknown place, and also to quickly introduce the games’ […]

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Program: Graphics

Project Haunted Light 14-03-13

R.I.P, dear tablet-pen. 24th Dec 2008 – 12th Mar 2014. I’m sad to see you go. You will be missed.
This past week I’ve been working on animating a short intro sequence to our game. We want to have this short intro so that the player doesn’t spawn in this unknown environment without any idea of what they’re doing there, but rather feel like he or she is waking up in an unknown place, and also to quickly introduce the games’ […]

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Program: Graphics

Project Haunted Light 14-03-13

R.I.P, dear tablet-pen. 24th Dec 2008 – 12th Mar 2014. I’m sad to see you go. You will be missed.
This past week I’ve been working on animating a short intro sequence to our game. We want to have this short intro so that the player doesn’t spawn in this unknown environment without any idea of what they’re doing there, but rather feel like he or she is waking up in an unknown place, and also to quickly introduce the games’ […]

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Program: Graphics

Project Haunted Light 14-03-13

R.I.P, dear tablet-pen. 24th Dec 2008 – 12th Mar 2014. I’m sad to see you go. You will be missed.
This past week I’ve been working on animating a short intro sequence to our game. We want to have this short intro so that the player doesn’t spawn in this unknown environment without any idea of what they’re doing there, but rather feel like he or she is waking up in an unknown place, and also to quickly introduce the games’ […]

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Program: Graphics

Artifact of the week: Stars

Hi there !
This week I have worked with making stars appear when enemies dies with the rest of the programmers in my group. The stars are our collectables that you get extra score from when finishing the game. The way they work is, when the enemy dies, the stars will spawn from the enemy and get velocity/speed during a brief time in a random direction. Since the time and speed are the same for all the stars, it will end […]

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Program: Programming

Artifact of the week: Stars

Hi there !
This week I have worked with making stars appear when enemies dies with the rest of the programmers in my group. The stars are our collectables that you get extra score from when finishing the game. The way they work is, when the enemy dies, the stars will spawn from the enemy and get velocity/speed during a brief time in a random direction. Since the time and speed are the same for all the stars, it will end […]

/ Comments Off on Artifact of the week: Stars
Program: Programming

Artifact of the week: Stars

Hi there !
This week I have worked with making stars appear when enemies dies with the rest of the programmers in my group. The stars are our collectables that you get extra score from when finishing the game. The way they work is, when the enemy dies, the stars will spawn from the enemy and get velocity/speed during a brief time in a random direction. Since the time and speed are the same for all the stars, it will end […]

/ Comments Off on Artifact of the week: Stars
Program: Programming

Artifact of the week: Stars

Hi there !
This week I have worked with making stars appear when enemies dies with the rest of the programmers in my group. The stars are our collectables that you get extra score from when finishing the game. The way they work is, when the enemy dies, the stars will spawn from the enemy and get velocity/speed during a brief time in a random direction. Since the time and speed are the same for all the stars, it will end […]

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Program: Programming