Monthly Archives: March 2014

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 […]

/ Comments Off on Aggressive Bystander – Voice-Overs
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 […]

/ Comments Off on Aggressive Bystander – Voice-Overs
Program: Graphics

Artifact : SoundManager

What?
The soundmanager is an essential part of the game. and required to play both sound effect and music. It allows for in the code easily use the soundmanager and call its play function with the given path parameter. if such a sound has already been played it will simply play the sound. otherwise it will add the sound before playing it.  more details on this in the next section with how it was made.
How?
The SoundManager I’ve created is done by […]

/ Comments Off on Artifact : SoundManager
Program: Programming

Artifact : SoundManager

What?
The soundmanager is an essential part of the game. and required to play both sound effect and music. It allows for in the code easily use the soundmanager and call its play function with the given path parameter. if such a sound has already been played it will simply play the sound. otherwise it will add the sound before playing it.  more details on this in the next section with how it was made.
How?
The SoundManager I’ve created is done by […]

/ Comments Off on Artifact : SoundManager
Program: Programming

Escape – Group 4 – Week 7 – Level Editing

After a few delays, the lead programmer gave the “ok” to start using his level editor for the project. As per the SCRUM-meeting for the week, I took on the task of using the editor to build all planned levels. Little did I know what lied in wait for me.
Using the editor and building the levels (or “sectors”, as we call them for this project), goes like this:

A mockup of the level done by the graphics designers is loaded as […]

/ Comments Off on Escape – Group 4 – Week 7 – Level Editing
Program: Programming

Escape – Group 4 – Week 7 – Level Editing

After a few delays, the lead programmer gave the “ok” to start using his level editor for the project. As per the SCRUM-meeting for the week, I took on the task of using the editor to build all planned levels. Little did I know what lied in wait for me.
Using the editor and building the levels (or “sectors”, as we call them for this project), goes like this:

A mockup of the level done by the graphics designers is loaded as […]

/ Comments Off on Escape – Group 4 – Week 7 – Level Editing
Program: Programming

2014-03-06 Fourth Artifact

Hi
This week I have been working on creating and implementing a working enemy movement pattern and a way for waves of enemies to spawn. I will try to do an explanation of how I created the enemy waves in this blog post.
I started off with creating a class called EnemyWaves. This class would keep track on the player movement distance and then alarm the enemies that they will spawn when the player had moved a certain distance. Therefore I included […]

/ Comments Off on 2014-03-06 Fourth Artifact
Program: Programming

2014-03-06 Fourth Artifact

Hi
This week I have been working on creating and implementing a working enemy movement pattern and a way for waves of enemies to spawn. I will try to do an explanation of how I created the enemy waves in this blog post.
I started off with creating a class called EnemyWaves. This class would keep track on the player movement distance and then alarm the enemies that they will spawn when the player had moved a certain distance. Therefore I included […]

/ Comments Off on 2014-03-06 Fourth Artifact
Program: Programming

Time to Polish!

Hello again! It’s time for another blog post!
We got done with all the art that was needed in the game last week so this week has been focused on polishing art that we already have, and add things that we put off because we were unsure if we would be able to make it due to the time we had on the project.
We wanted to fine tune our animations that we had, so I started with going through the melee […]

/ Comments Off on Time to Polish!
Program: Graphics

Time to Polish!

Hello again! It’s time for another blog post!
We got done with all the art that was needed in the game last week so this week has been focused on polishing art that we already have, and add things that we put off because we were unsure if we would be able to make it due to the time we had on the project.
We wanted to fine tune our animations that we had, so I started with going through the melee […]

/ Comments Off on Time to Polish!
Program: Graphics

Time to Polish!

Hello again! It’s time for another blog post!
We got done with all the art that was needed in the game last week so this week has been focused on polishing art that we already have, and add things that we put off because we were unsure if we would be able to make it due to the time we had on the project.
We wanted to fine tune our animations that we had, so I started with going through the melee […]

/ Comments Off on Time to Polish!
Program: Graphics

Time to Polish!

Hello again! It’s time for another blog post!
We got done with all the art that was needed in the game last week so this week has been focused on polishing art that we already have, and add things that we put off because we were unsure if we would be able to make it due to the time we had on the project.
We wanted to fine tune our animations that we had, so I started with going through the melee […]

/ Comments Off on Time to Polish!
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 […]

/ Comments Off on Sound effects and music
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 […]

/ Comments Off on Sound effects and music
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 […]

/ Comments Off on Sound effects and music
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 […]

/ Comments Off on Sound effects and music
Program: Programming

Level design and Experience

Hello Minions
This week I’ve been focusing on the design for the game, that includes design document, level design and experience curve.
I want to start talking a bit about the experience curve and numbers. There have been a lot of numbers, and then I mean a lot. Experience curve is something that the player will never notice if it’s done properly, done wrong and the game will do a lot of damage.
So, with no experience (game design wise) about curves and […]

/ Comments Off on Level design and Experience
Program: Graphics

Level design and Experience

Hello Minions
This week I’ve been focusing on the design for the game, that includes design document, level design and experience curve.
I want to start talking a bit about the experience curve and numbers. There have been a lot of numbers, and then I mean a lot. Experience curve is something that the player will never notice if it’s done properly, done wrong and the game will do a lot of damage.
So, with no experience (game design wise) about curves and […]

/ Comments Off on Level design and Experience
Program: Graphics

Main Character – Death Animation

As expected, another animation! Another Death animation even, this time for the main character of our project.
Hmm, three out of four posts related to animation contain death.. A bit of a fixation perhaps?
Nah, not really. They just happened to be my latest finished artefacts of the project. But unless I’ve just finished the death animation for the boss next time, that post should be about something slightly different.
So, what can i say about this one that hasn’t already been […]

/ Comments Off on Main Character – Death Animation
Program: Graphics

Main Character – Death Animation

As expected, another animation! Another Death animation even, this time for the main character of our project.
Hmm, three out of four posts related to animation contain death.. A bit of a fixation perhaps?
Nah, not really. They just happened to be my latest finished artefacts of the project. But unless I’ve just finished the death animation for the boss next time, that post should be about something slightly different.
So, what can i say about this one that hasn’t already been […]

/ Comments Off on Main Character – Death Animation
Program: Graphics

Week 7

This week I am going to present my work on the animations for the power ups of the game, or rather the effect of an activated power up. In the game “Aggressive Bystander” there will be two different kinds of power ups, one that increases the player’s speed of movement, which is called “blue cow”. And another one called “happy pill”, which drastically decreases the pump-meter, now for those of you who are unfamiliar with the game design the pump-meter […]

/ Comments Off on Week 7
Program: Graphics

Week 7

This week I am going to present my work on the animations for the power ups of the game, or rather the effect of an activated power up. In the game “Aggressive Bystander” there will be two different kinds of power ups, one that increases the player’s speed of movement, which is called “blue cow”. And another one called “happy pill”, which drastically decreases the pump-meter, now for those of you who are unfamiliar with the game design the pump-meter […]

/ Comments Off on Week 7
Program: Graphics

Bosses implemented

This week I have finally implemented the AI for all our three bosses, and tried to balance them somewhat. I will explain some of the balancing in this post, for the bosses’ different AI take a look at my previous post from last week.
I started with our boss Grubby McGrub (the whack-a-mole boss). When he shoots up from the ground he will shoot some slime at you. I started with one, aimed at the player, and then added four more shooting […]

/ Comments Off on Bosses implemented
Program: Programming

Bosses implemented

This week I have finally implemented the AI for all our three bosses, and tried to balance them somewhat. I will explain some of the balancing in this post, for the bosses’ different AI take a look at my previous post from last week.
I started with our boss Grubby McGrub (the whack-a-mole boss). When he shoots up from the ground he will shoot some slime at you. I started with one, aimed at the player, and then added four more shooting […]

/ Comments Off on Bosses implemented
Program: Programming