Monthly Archives: April 2014

Fourth week of Big Game project


Time flies by and it is soon time to have an alpha presentation of our game. I would say that we are slightly behind schedule and that the next week will be critical in our development, but I still have complete faith in the team and that we will be able to catch up and present a complete alpha with all our features in the game.
This week I have worked on a fog of war system for the game. […]

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Program: Programming

Fourth week of Big Game project


Time flies by and it is soon time to have an alpha presentation of our game. I would say that we are slightly behind schedule and that the next week will be critical in our development, but I still have complete faith in the team and that we will be able to catch up and present a complete alpha with all our features in the game.
This week I have worked on a fog of war system for the game. […]

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Program: Programming

Warbreaking Point Weekly Round-up – April 18-25th

After a deserved Easter break together with my family, I’m now back on track with new mental energy for the Big Game Project. First of all, I have decided on a proper title for my game, which is “Warbreaking Point”. This was just something that I came up in my head while I was getting back from the Easter holiday.
Then, I’ll talk about what has also happened since the last post. Since that time, I’ve been looking into the Unity […]

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Program: Programming

Warbreaking Point Weekly Round-up – April 18-25th

After a deserved Easter break together with my family, I’m now back on track with new mental energy for the Big Game Project. First of all, I have decided on a proper title for my game, which is “Warbreaking Point”. This was just something that I came up in my head while I was getting back from the Easter holiday.
Then, I’ll talk about what has also happened since the last post. Since that time, I’ve been looking into the Unity […]

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Program: Programming

Fourth week of Big Game project


Time flies by and it is soon time to have an alpha presentation of our game. I would say that we are slightly behind schedule and that the next week will be critical in our development, but I still have complete faith in the team and that we will be able to catch up and present a complete alpha with all our features in the game.
This week I have worked on a fog of war system for the game. […]

/ Comments Off on Fourth week of Big Game project
Program: Programming

Fourth week of Big Game project


Time flies by and it is soon time to have an alpha presentation of our game. I would say that we are slightly behind schedule and that the next week will be critical in our development, but I still have complete faith in the team and that we will be able to catch up and present a complete alpha with all our features in the game.
This week I have worked on a fog of war system for the game. […]

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Program: Programming

Week 4, E.R.A, Daniel Svensson

This week has been intriguing to say the least, we are deep into the production and almost half the time has passed and what have we to show for ourselves, what have we accomplished?
The short answer is: We have nothingThe long answer is: We have 70% of the game.
This might sound confusing so let me elaborate on why that is, we have spent a lot of time just getting the basics of the game functional. We have the champions map, […]

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Program: Programming

Week 4, E.R.A, Daniel Svensson

This week has been intriguing to say the least, we are deep into the production and almost half the time has passed and what have we to show for ourselves, what have we accomplished?
The short answer is: We have nothingThe long answer is: We have 70% of the game.
This might sound confusing so let me elaborate on why that is, we have spent a lot of time just getting the basics of the game functional. We have the champions map, […]

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Program: Programming

Day 11

Spent today at home, sick. Headaches and nausea made working… less than pleasant.After noon, the nausea disappeared almost entirely, and at 11pm the headaches finally lifted.

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Program: Programming

Day 11

Spent today at home, sick. Headaches and nausea made working… less than pleasant.After noon, the nausea disappeared almost entirely, and at 11pm the headaches finally lifted.

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Program: Programming

Slightly Coded – Potbellied King – Dev. Post 2

Did a bit of work today, actually not alot but it still managed to be quite helpful.
The first thing I had to do was to make it so that the thrown food in the game changes sprite depending on the type of food that is thrown. To do this I used the following code:
SpriteRenderer l_xRend = this.gameObject.GetComponent();l_xRend.sprite = m_xaSprites [m_iFoodnum];
I just discovered that I can’t copy-paste from unity for whatever reason, whenever I try it just ends up being weird […]

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Program: Programming

Slightly Coded – Potbellied King – Dev. Post 2

Did a bit of work today, actually not alot but it still managed to be quite helpful.
The first thing I had to do was to make it so that the thrown food in the game changes sprite depending on the type of food that is thrown. To do this I used the following code:
SpriteRenderer l_xRend = this.gameObject.GetComponent();l_xRend.sprite = m_xaSprites [m_iFoodnum];
I just discovered that I can’t copy-paste from unity for whatever reason, whenever I try it just ends up being weird […]

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Program: Programming

Logos

Today I have been working on a logotype for our team called “Lingonskogen” (Swedish for “the lingonberry forest”). We wanted to include lingonberries in the logo so the first thing I did was to research some reference photos and then make some quick sketches in Photoshop.

After drawing these and discussing with the team I got a clear picture of what we wanted to create and transferred the sketches to my sworn enemy called Illustrator. […]

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Program: Graphics

Logos

Today I have been working on a logotype for our team called “Lingonskogen” (Swedish for “the lingonberry forest”). We wanted to include lingonberries in the logo so the first thing I did was to research some reference photos and then make some quick sketches in Photoshop.

After drawing these and discussing with the team I got a clear picture of what we wanted to create and transferred the sketches to my sworn enemy called Illustrator. […]

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Program: Graphics

Megabuilding Concept Art

 
 
 
Concept art for the key landmark of the paper city. It will be the highest building placed in the very center. This is only a concept sketch, though, and might look different later in the game. It mostly resembles the Chrysler Building in NYC, because I liked how the texture of the cardboard would show on the layers edges.

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Program: Graphics

Megabuilding Concept Art

 
 
 
Concept art for the key landmark of the paper city. It will be the highest building placed in the very center. This is only a concept sketch, though, and might look different later in the game. It mostly resembles the Chrysler Building in NYC, because I liked how the texture of the cardboard would show on the layers edges.

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Program: Graphics

Crocodile Chow-Down

For this new project I’m working in a group called Dentophobia.
We have a group blog for us to write posts about the process of our game Crocodile Chow-Down.
Click here to read the group blog.

Game banner drawn by Esbjörn Holmerin Nord.

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Program: Programming

Crocodile Chow-Down

For this new project I’m working in a group called Dentophobia.
We have a group blog for us to write posts about the process of our game Crocodile Chow-Down.
Click here to read the group blog.

Game banner drawn by Esbjörn Holmerin Nord.

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Program: Programming

Crocodile Chow-Down

For this new project I’m working in a group called Dentophobia.
We have a group blog for us to write posts about the process of our game Crocodile Chow-Down.
Click here to read the group blog.

Game banner drawn by Esbjörn Holmerin Nord.

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Program: Programming

Crocodile Chow-Down

For this new project I’m working in a group called Dentophobia.
We have a group blog for us to write posts about the process of our game Crocodile Chow-Down.
Click here to read the group blog.

Game banner drawn by Esbjörn Holmerin Nord.

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Program: Programming

Megabuilding Concept Art

 
 
 
Concept art for the key landmark of the paper city. It will be the highest building placed in the very center. This is only a concept sketch, though, and might look different later in the game. It mostly resembles the Chrysler Building in NYC, because I liked how the texture of the cardboard would show on the layers edges.

/ Comments Off on Megabuilding Concept Art
Program: Graphics

Megabuilding Concept Art

 
 
 
Concept art for the key landmark of the paper city. It will be the highest building placed in the very center. This is only a concept sketch, though, and might look different later in the game. It mostly resembles the Chrysler Building in NYC, because I liked how the texture of the cardboard would show on the layers edges.

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Program: Graphics

Slightly Coded – Potbellied King – Dev. Post 1

You know, I’d like to make a post on this blog without first commenting on how long it’s been since last time I updated this thing, but I’ve already made a comment about this so whatever.
Anyway, for the Theme Park course I’m part of the group Sligthly Coded. This post is mostly gonna be a recap of what we’ve done for the past few weeks and I will actually start to post updates regarding the actual work since then tomorrow/today/whenever.This […]

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Program: Programming

Slightly Coded – Potbellied King – Dev. Post 1

You know, I’d like to make a post on this blog without first commenting on how long it’s been since last time I updated this thing, but I’ve already made a comment about this so whatever.
Anyway, for the Theme Park course I’m part of the group Sligthly Coded. This post is mostly gonna be a recap of what we’ve done for the past few weeks and I will actually start to post updates regarding the actual work since then tomorrow/today/whenever.This […]

/ Comments Off on Slightly Coded – Potbellied King – Dev. Post 1
Program: Programming