Monthly Archives: May 2014

The week of XInput, Checkpoints and "Destructible objects"

The week has come to an end, and for once I thought I whould get this blogging thing out of the way in time, so here I am.This week I’ve been doing alot of different things, I re-did how the checkpoint boosts worked, I implemented XInput, a Xbox controller library. I linked our multiplayer lobby to the actual gameplay so the multiplayer works, and a lot more.
Checkpoints
So we got some feedback during the alpha, and one feedback we got was […]

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Program: Programming

The week of XInput, Checkpoints and "Destructible objects"

The week has come to an end, and for once I thought I whould get this blogging thing out of the way in time, so here I am.This week I’ve been doing alot of different things, I re-did how the checkpoint boosts worked, I implemented XInput, a Xbox controller library. I linked our multiplayer lobby to the actual gameplay so the multiplayer works, and a lot more.
Checkpoints
So we got some feedback during the alpha, and one feedback we got was […]

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Program: Programming

6th Week of Big Game (Week 20)

This week I have been working on the map (surprise!). We have added physics on objects, so you can destroy/move/push objects by going through them. This works great because we can decorate maps a bit more, and have physics on objects. For example I have added physics on cave carts and some fences so you can rush through them. I will add them on all small objects that are decoration. So you keep the flow even if you run into […]

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Program: Graphics

6th Week of Big Game (Week 20)

This week I have been working on the map (surprise!). We have added physics on objects, so you can destroy/move/push objects by going through them. This works great because we can decorate maps a bit more, and have physics on objects. For example I have added physics on cave carts and some fences so you can rush through them. I will add them on all small objects that are decoration. So you keep the flow even if you run into […]

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Program: Graphics

Warbreaking Point Weekly Round-up – May 3rd – 9th

This week has been a slow week for me and the development of the game. There are two main reasons for this. The first has been that I have been sick during parts of the week, and therefore haven’t had as much energy to work on this as I’ve hoped. The second reasons is that things have been going slowly overall, solving issues has taken more time than I anticipated. But some progress has been done, and now it’s time […]

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Program: Programming

Warbreaking Point Weekly Round-up – May 3rd – 9th

This week has been a slow week for me and the development of the game. There are two main reasons for this. The first has been that I have been sick during parts of the week, and therefore haven’t had as much energy to work on this as I’ve hoped. The second reasons is that things have been going slowly overall, solving issues has taken more time than I anticipated. But some progress has been done, and now it’s time […]

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Program: Programming

Big Game Project Week 6

This week i have been working a lot on the feedback for the different objects in the game, i have also been working on added effects for the reflecting beams that the player uses to win the levels with. In addition to this i have been working on getting some sound effects into the game, most of the sound effects were added as additional feedback for different objects in the game.
I started out by getting the general feedback in for […]

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Program: Programming

Big Game Project Week 6

This week i have been working a lot on the feedback for the different objects in the game, i have also been working on added effects for the reflecting beams that the player uses to win the levels with. In addition to this i have been working on getting some sound effects into the game, most of the sound effects were added as additional feedback for different objects in the game.
I started out by getting the general feedback in for […]

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Program: Programming

Big Game Project Week 6

This week i have been working a lot on the feedback for the different objects in the game, i have also been working on added effects for the reflecting beams that the player uses to win the levels with. In addition to this i have been working on getting some sound effects into the game, most of the sound effects were added as additional feedback for different objects in the game.
I started out by getting the general feedback in for […]

/ Comments Off on Big Game Project Week 6
Program: Programming

Big Game Project Week 6

This week i have been working a lot on the feedback for the different objects in the game, i have also been working on added effects for the reflecting beams that the player uses to win the levels with. In addition to this i have been working on getting some sound effects into the game, most of the sound effects were added as additional feedback for different objects in the game.
I started out by getting the general feedback in for […]

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Program: Programming

Big Game Project Week 6

Squash Animation fix
I fixed the problem that occurred whit my squash system that I talked about last week. I was not sure in the end of last week if I had fix it or not, but this time I feel pretty sure that it is fixed. The problem was the timing in between the player’s regular update and the squash systems update. The squash system is made of a coroutine that has its own update functionality. I think the problem […]

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Program: Programming

Big Game Project Week 6

Squash Animation fix
I fixed the problem that occurred whit my squash system that I talked about last week. I was not sure in the end of last week if I had fix it or not, but this time I feel pretty sure that it is fixed. The problem was the timing in between the player’s regular update and the squash systems update. The squash system is made of a coroutine that has its own update functionality. I think the problem […]

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Program: Programming

Logotype continue

Since today is the day we have to be finished with our logotype I have been working this week with a new version of our logotype.
I changed the position of the bear and also the style of the fish making it more realistic. I also took a screenshot as a background to match the logotype that I put on a sign.
I have been working with avatar animation this week and has done walking as well as battle animations. I also […]

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Program: Graphics

Logotype continue

Since today is the day we have to be finished with our logotype I have been working this week with a new version of our logotype.
I changed the position of the bear and also the style of the fish making it more realistic. I also took a screenshot as a background to match the logotype that I put on a sign.
I have been working with avatar animation this week and has done walking as well as battle animations. I also […]

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Program: Graphics

Logotype continue

Since today is the day we have to be finished with our logotype I have been working this week with a new version of our logotype.
I changed the position of the bear and also the style of the fish making it more realistic. I also took a screenshot as a background to match the logotype that I put on a sign.
I have been working with avatar animation this week and has done walking as well as battle animations. I also […]

/ Comments Off on Logotype continue
Program: Graphics

Logotype continue

Since today is the day we have to be finished with our logotype I have been working this week with a new version of our logotype.
I changed the position of the bear and also the style of the fish making it more realistic. I also took a screenshot as a background to match the logotype that I put on a sign.
I have been working with avatar animation this week and has done walking as well as battle animations. I also […]

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Program: Graphics

Day 20

Today was spent trying to figure out why my code for the touchscreen wasn’t working, and so far no results. I’ve followed a guide on dealing with touch input, but it seems not to work when implemented in Unity.Beyond that, I’ve also begun looking at printing out a visual grid system to aid players in seeing the individual squares on the game map.

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Program: Programming

Day 20

Today was spent trying to figure out why my code for the touchscreen wasn’t working, and so far no results. I’ve followed a guide on dealing with touch input, but it seems not to work when implemented in Unity.Beyond that, I’ve also begun looking at printing out a visual grid system to aid players in seeing the individual squares on the game map.

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Program: Programming

Graphics on the way!

A meeting with the group was held with our course coordinator, the call it “Quality Time”. So the point of this meeting is that we present what we have and how far we have come. We passed through the checkpoints but there is one thing still, and that is the graphics. We still don’t have all the textures in place, so we have Adam and Alex working on that.
Here is a screen sample:

A in game screen shot

The walls have been changed to […]

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Program: Programming

Graphics on the way!

A meeting with the group was held with our course coordinator, the call it “Quality Time”. So the point of this meeting is that we present what we have and how far we have come. We passed through the checkpoints but there is one thing still, and that is the graphics. We still don’t have all the textures in place, so we have Adam and Alex working on that.
Here is a screen sample:

A in game screen shot

The walls have been changed to […]

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Program: Programming

Alpha Footage

Here’s the footage I said I would upload, hope you like it.

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Program: Programming

Alpha Footage

Here’s the footage I said I would upload, hope you like it.

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Program: Programming

Nya Horistonter: Speldesign i Snabb Utveckling

För att bli en bra speldesigner gäller det att greppa den senaste tekniken – men också att utvecklas som konstnär.
PÅ utbildningen i speldesign i Visby råder en kreativ miljö, där skissblocket och gitarren har sin givna plats bland datorerna.

Nya Horisonter visited the department and published a three page spread, interviewing our students and staff.


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Nya Horistonter: Speldesign i Snabb Utveckling

För att bli en bra speldesigner gäller det att greppa den senaste tekniken – men också att utvecklas som konstnär.
PÅ utbildningen i speldesign i Visby råder en kreativ miljö, där skissblocket och gitarren har sin givna plats bland datorerna.

Nya Horisonter visited the department and published a three page spread, interviewing our students and staff.


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