Monthly Archives: May 2014

Weekly update # 5 – Alpha

This week has been long and I believe we’ve come really far with our game. Not so much gameplay wise, but we are starting to get the game more and more together. We also have a direction that the game is going, with that it is also easier to program and get the things that we want into the game to work.
My task for this week has been to work on the commander. I did some work on him last […]

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Program: Programming

Weekly update # 5 – Alpha

This week has been long and I believe we’ve come really far with our game. Not so much gameplay wise, but we are starting to get the game more and more together. We also have a direction that the game is going, with that it is also easier to program and get the things that we want into the game to work.
My task for this week has been to work on the commander. I did some work on him last […]

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Program: Programming

The Logotype

In this new design I used previous experience that I gained from creating the banner and tried to apply it to the creation of our group logo.
First i made a lot of sketches of different styles and layouts, i filled a whole paper to add a lot of variations:

Sketching for a logotype

I asked the group which one they prefered and that ended up being the puzzle ball.
My first question was how i could design a puzzle ball by using Photoshop, […]

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Program: Programming

The Logotype

In this new design I used previous experience that I gained from creating the banner and tried to apply it to the creation of our group logo.
First i made a lot of sketches of different styles and layouts, i filled a whole paper to add a lot of variations:

Sketching for a logotype

I asked the group which one they prefered and that ended up being the puzzle ball.
My first question was how i could design a puzzle ball by using Photoshop, […]

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Program: Programming

Warbreaking Point Weekly Round-up – April 26th – May 2nd

Another week of development has passed and more work is being done on this project. Here’s what I managed to achieve this week.
I got a logo for my game!With help from one of the staff members at Campus Gotland, Lina Tonegran, I finally got myself a logo for this game. I gave some ideas of what I wanted, she gave my some sketches and eventually we landed on the final logo of the game.

Once again, thank […]

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Program: Programming

Warbreaking Point Weekly Round-up – April 26th – May 2nd

Another week of development has passed and more work is being done on this project. Here’s what I managed to achieve this week.
I got a logo for my game!With help from one of the staff members at Campus Gotland, Lina Tonegran, I finally got myself a logo for this game. I gave some ideas of what I wanted, she gave my some sketches and eventually we landed on the final logo of the game.

Once again, thank […]

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Program: Programming

Cogwheels, Design and UVs

This week I’ve continued with the UVs for the different robots. They are now finished for every robot, except the Controller. The player will be able to controll different robots when they fuse them with the Controller. We’ve discussed how this will be handled ingame and what it will look like for the player. At first we had the idea that the player would stand behind the robot and have a view from the robots back. This turned out quite […]

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Program: Graphics

Cogwheels, Design and UVs

This week I’ve continued with the UVs for the different robots. They are now finished for every robot, except the Controller. The player will be able to controll different robots when they fuse them with the Controller. We’ve discussed how this will be handled ingame and what it will look like for the player. At first we had the idea that the player would stand behind the robot and have a view from the robots back. This turned out quite […]

/ Comments Off on Cogwheels, Design and UVs
Program: Graphics

Cogwheels, Design and UVs

This week I’ve continued with the UVs for the different robots. They are now finished for every robot, except the Controller. The player will be able to controll different robots when they fuse them with the Controller. We’ve discussed how this will be handled ingame and what it will look like for the player. At first we had the idea that the player would stand behind the robot and have a view from the robots back. This turned out quite […]

/ Comments Off on Cogwheels, Design and UVs
Program: Graphics

Cogwheels, Design and UVs

This week I’ve continued with the UVs for the different robots. They are now finished for every robot, except the Controller. The player will be able to controll different robots when they fuse them with the Controller. We’ve discussed how this will be handled ingame and what it will look like for the player. At first we had the idea that the player would stand behind the robot and have a view from the robots back. This turned out quite […]

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Program: Graphics

Day 16

Today I’ve deactivated diagonal movement for the alpha tomorrow, and I’ve re-written the algorithm that checks if the NPC can see the PC to account for this.After doing this, I have been working with the implementation of the NPC death state and animation. I created a function called KillAI to perform these tasks, triggering the animation and making the NPC ‘dead’.
After this, I’ve been put to work updating the NPC models to include bows, since the basic enemy we planned […]

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Program: Programming

Day 16

Today I’ve deactivated diagonal movement for the alpha tomorrow, and I’ve re-written the algorithm that checks if the NPC can see the PC to account for this.After doing this, I have been working with the implementation of the NPC death state and animation. I created a function called KillAI to perform these tasks, triggering the animation and making the NPC ‘dead’.
After this, I’ve been put to work updating the NPC models to include bows, since the basic enemy we planned […]

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Program: Programming

Logo Log

This week I have been focusing on the logotype of our game, since the game is a Bear simulator and the name of the game is ‘Be The Bear’ it would seem fitting to have the logotype of a bear. I first wanted a raging bear sine it can give a good impact but the others disagreed and wanted a more simple logo. While looking at other bear logotypes I found one I based my logo upon. The idea wwas […]

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Program: Graphics

Logo Log

This week I have been focusing on the logotype of our game, since the game is a Bear simulator and the name of the game is ‘Be The Bear’ it would seem fitting to have the logotype of a bear. I first wanted a raging bear sine it can give a good impact but the others disagreed and wanted a more simple logo. While looking at other bear logotypes I found one I based my logo upon. The idea wwas […]

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Program: Graphics

Logo Log

This week I have been focusing on the logotype of our game, since the game is a Bear simulator and the name of the game is ‘Be The Bear’ it would seem fitting to have the logotype of a bear. I first wanted a raging bear sine it can give a good impact but the others disagreed and wanted a more simple logo. While looking at other bear logotypes I found one I based my logo upon. The idea wwas […]

/ Comments Off on Logo Log
Program: Graphics

Logo Log

This week I have been focusing on the logotype of our game, since the game is a Bear simulator and the name of the game is ‘Be The Bear’ it would seem fitting to have the logotype of a bear. I first wanted a raging bear sine it can give a good impact but the others disagreed and wanted a more simple logo. While looking at other bear logotypes I found one I based my logo upon. The idea wwas […]

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Program: Graphics

Alpha week

Lasts week the focus of the group was to get alpha done. Personally for me this has meant that  we have had to really decide what the rest of the group is to focus on.
We decided that the main focus for us should be to get all of the main features in and then polish them and add tutorial next week before the alpha testing.
My opinion in general is that the week was very successful. We managed to implement fishing, berry […]

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Program: Programming

Alpha week

Lasts week the focus of the group was to get alpha done. Personally for me this has meant that  we have had to really decide what the rest of the group is to focus on.
We decided that the main focus for us should be to get all of the main features in and then polish them and add tutorial next week before the alpha testing.
My opinion in general is that the week was very successful. We managed to implement fishing, berry […]

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Program: Programming

Alpha week

Lasts week the focus of the group was to get alpha done. Personally for me this has meant that  we have had to really decide what the rest of the group is to focus on.
We decided that the main focus for us should be to get all of the main features in and then polish them and add tutorial next week before the alpha testing.
My opinion in general is that the week was very successful. We managed to implement fishing, berry […]

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Program: Programming

Alpha week

Lasts week the focus of the group was to get alpha done. Personally for me this has meant that  we have had to really decide what the rest of the group is to focus on.
We decided that the main focus for us should be to get all of the main features in and then polish them and add tutorial next week before the alpha testing.
My opinion in general is that the week was very successful. We managed to implement fishing, berry […]

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Program: Programming

The Unity-3ds Max paradox

This week hasn’t gone as smoothly as I anticipated. I’ve been focusing on making the Forest chieftain which is pretty similar to the Forest creep I did last week. With the Forest creep I also had some problems importing it in to Unity with inverted faces and the weapon not animating correctly. The weapon was easily fixed by removing the parent/child constraint in Motionbuilder and adding it again. Of course I forgot to plot the animation before exporting it to […]

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Program: Graphics

The Unity-3ds Max paradox

This week hasn’t gone as smoothly as I anticipated. I’ve been focusing on making the Forest chieftain which is pretty similar to the Forest creep I did last week. With the Forest creep I also had some problems importing it in to Unity with inverted faces and the weapon not animating correctly. The weapon was easily fixed by removing the parent/child constraint in Motionbuilder and adding it again. Of course I forgot to plot the animation before exporting it to […]

/ Comments Off on The Unity-3ds Max paradox
Program: Graphics

The Unity-3ds Max paradox

This week hasn’t gone as smoothly as I anticipated. I’ve been focusing on making the Forest chieftain which is pretty similar to the Forest creep I did last week. With the Forest creep I also had some problems importing it in to Unity with inverted faces and the weapon not animating correctly. The weapon was easily fixed by removing the parent/child constraint in Motionbuilder and adding it again. Of course I forgot to plot the animation before exporting it to […]

/ Comments Off on The Unity-3ds Max paradox
Program: Graphics

The Unity-3ds Max paradox

This week hasn’t gone as smoothly as I anticipated. I’ve been focusing on making the Forest chieftain which is pretty similar to the Forest creep I did last week. With the Forest creep I also had some problems importing it in to Unity with inverted faces and the weapon not animating correctly. The weapon was easily fixed by removing the parent/child constraint in Motionbuilder and adding it again. Of course I forgot to plot the animation before exporting it to […]

/ Comments Off on The Unity-3ds Max paradox
Program: Graphics