Yearly Archives: 2015

Wednesday, day before Alpha

Today is the day before alpha and we have to crunch pretty hard because of the overhaul. The good thing is that we have come much further than we had with any other idea. Which is comforting. Today I am just making as much as possible so that we have something playable at the alpha. Like making a win state and hp bars to make it able for the players to keep track of who is winning and so on. […]

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Program: Graphics

Wednesday, day before Alpha

Today is the day before alpha and we have to crunch pretty hard because of the overhaul. The good thing is that we have come much further than we had with any other idea. Which is comforting. Today I am just making as much as possible so that we have something playable at the alpha. Like making a win state and hp bars to make it able for the players to keep track of who is winning and so on. […]

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Program: Graphics

Snow Day Mayhem – the day before Alpha!

Again, bad at updating. Sorry.
Anywho, we got the input to work for four trackballs during friday and since then we have been able to implement a lot of things into the game, which feels great!
This is what it looks like right now:

We have four avatars that can move around, making snow underneath them disappear and their snowballs become bigger. If you flick the trackball quick enough you activate a dash, which can be used to knock away other players. […]

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Program: Graphics

Snow Day Mayhem – the day before Alpha!

Again, bad at updating. Sorry.
Anywho, we got the input to work for four trackballs during friday and since then we have been able to implement a lot of things into the game, which feels great!
This is what it looks like right now:

We have four avatars that can move around, making snow underneath them disappear and their snowballs become bigger. If you flick the trackball quick enough you activate a dash, which can be used to knock away other players. […]

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Program: Graphics

Baby squeek at the start of the week


Today I continued with remaking the already started animations so that the mothers can steal the kid in all directions. I also made this animation you see above for when the baby is left alone on the ice.

Now my problem is that the face is hidden while holding the baby in this angle. We have to give them all different features to tell them apart. I would like to go all in […]

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Program: Graphics

Baby squeek at the start of the week


Today I continued with remaking the already started animations so that the mothers can steal the kid in all directions. I also made this animation you see above for when the baby is left alone on the ice.

Now my problem is that the face is hidden while holding the baby in this angle. We have to give them all different features to tell them apart. I would like to go all in […]

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Program: Graphics

GodFire Forge – Gameplay, Weapons and Menus

GODFIRE FORGETheme Park 2015
Hello dwellers! It has been a while since I last wrote a blogpost but that does not mean I have not been working on the project. On the contrary! I have been too busy to even think of writing a blog entry these past weeks. But in this entry I am going to tell you about and show you what I have been busy with. But first, let me explain what kind of […]

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Program: Graphics

GodFire Forge – Gameplay, Weapons and Menus

GODFIRE FORGETheme Park 2015
Hello dwellers! It has been a while since I last wrote a blogpost but that does not mean I have not been working on the project. On the contrary! I have been too busy to even think of writing a blog entry these past weeks. But in this entry I am going to tell you about and show you what I have been busy with. But first, let me explain what kind of […]

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Program: Graphics

Hi!

Time for an introduction, don’t you think?

What is frog Climbers?
Frog Climbers is a chaotic climbing game for up to two players. Players play as professional rock climber frogs, intent on reaching the top of the high mountain in order to gain rock climber glory. Only one frog gets the glory however, so it’s a race to the top using whatever means neccesary in order to become the most famous frog climber!
Who are TeamCrew?
We are a team of five game design […]

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Program: Graphics

Hi!

Time for an introduction, don’t you think?

What is frog Climbers?
Frog Climbers is a chaotic climbing game for up to two players. Players play as professional rock climber frogs, intent on reaching the top of the high mountain in order to gain rock climber glory. Only one frog gets the glory however, so it’s a race to the top using whatever means neccesary in order to become the most famous frog climber!
Who are TeamCrew?
We are a team of five game design […]

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Program: Graphics

Big Game Project, Week 3 – Serialisation and Character Selection

Hi,
This week has been about finishing up the character selection (the programming part) and figuring out how to save and load a game since we will be able to unlock characters we kill in our game so we needed some way to track that as well as all the regular data that needs to be saved like stats on your character and such.
Now the player can choose a character, click the new game button and can then add a name […]

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Program: Programming

Big Game Project, Week 3 – Serialisation and Character Selection

Hi,
This week has been about finishing up the character selection (the programming part) and figuring out how to save and load a game since we will be able to unlock characters we kill in our game so we needed some way to track that as well as all the regular data that needs to be saved like stats on your character and such.
Now the player can choose a character, click the new game button and can then add a name […]

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Program: Programming

A good day for combos

Today was a good day, for me at least there was some issues with setting up the project synchronization since we hit the size cap on out Sourcetree repository.
I have now finally managed to perform a spell the intended way, by holding the right trigger and moving the stick up and quarter circle down right. After Friday’s experiments and some testing this morning we concluded that changing the variable ‘current Spell’ in the spell system included in the player was […]

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Program: Programming

A good day for combos

Today was a good day, for me at least there was some issues with setting up the project synchronization since we hit the size cap on out Sourcetree repository.
I have now finally managed to perform a spell the intended way, by holding the right trigger and moving the stick up and quarter circle down right. After Friday’s experiments and some testing this morning we concluded that changing the variable ‘current Spell’ in the spell system included in the player was […]

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Program: Programming

Overhaul

Overhauling a big part of the project seems to be standard in my team projects by now. Our game designer felt that the game was contradicting while testing it on the pad. The sliding was much more fun than making the ice and the game play felt wrong. So he came up with the idea of 2-4 penguin mothers fighting over 1 baby in a arena. In real life the penguin mothers actually do steal each others babies when losing […]

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Program: Graphics

Overhaul

Overhauling a big part of the project seems to be standard in my team projects by now. Our game designer felt that the game was contradicting while testing it on the pad. The sliding was much more fun than making the ice and the game play felt wrong. So he came up with the idea of 2-4 penguin mothers fighting over 1 baby in a arena. In real life the penguin mothers actually do steal each others babies when losing […]

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Program: Graphics

Week 2 of Big Game Project – Making progress

I’ve now entered week 2 of production for our project and some good progress have been made. Firstly, we finally settled on a name for the game. After a lot of indecision and a few rounds of voting we ended up with TwinShift as a name.

So what have I been doing this week? I’ve worked on several things including a skybox, environment and tracks. Let’s start with the skybox. We needed a skybox for the game that reflected the game […]

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Program: Graphics

Week 2 of Big Game Project – Making progress

I’ve now entered week 2 of production for our project and some good progress have been made. Firstly, we finally settled on a name for the game. After a lot of indecision and a few rounds of voting we ended up with TwinShift as a name.

So what have I been doing this week? I’ve worked on several things including a skybox, environment and tracks. Let’s start with the skybox. We needed a skybox for the game that reflected the game […]

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Program: Graphics

Scrap Pirates – Big Game Project – Blog Post #2

During the Alpha game testing a lot of helpful feedback was received. Right now, the biggest problem is with the magnetism not being controllable enough. I am not yet sure of how to solve this problem, but hopefully a solution will be found next week.
One change t that has been made to make the magnetism more controllable is that the player can now adjust the size of the magnetic field. This depends on how much the left or right trigger is […]

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Program: Programming

Scrap Pirates – Big Game Project – Blog Post #2

During the Alpha game testing a lot of helpful feedback was received. Right now, the biggest problem is with the magnetism not being controllable enough. I am not yet sure of how to solve this problem, but hopefully a solution will be found next week.
One change t that has been made to make the magnetism more controllable is that the player can now adjust the size of the magnetic field. This depends on how much the left or right trigger is […]

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Program: Programming

BGP – Magnetic Objects

This week I worked on a number of things, ranging from the game’s Health-pickups to additional assets for the level. What I chose to focus a bit on however was the Magnetic Objects. These are quite a fundamental part of Scrap Pirates since the game is built around using magnetism to interact with each other (since the game is 2 player co-op) as well as these objects in the surroindings.

The Magnetic Objects of Scrap Pirates

First of all the […]

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Program: Graphics

BGP – Magnetic Objects

This week I worked on a number of things, ranging from the game’s Health-pickups to additional assets for the level. What I chose to focus a bit on however was the Magnetic Objects. These are quite a fundamental part of Scrap Pirates since the game is built around using magnetism to interact with each other (since the game is 2 player co-op) as well as these objects in the surroindings.

The Magnetic Objects of Scrap Pirates

First of all the […]

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Program: Graphics

BGP 2015 – thrid week, minor crisis & Pre-Alpha


Hello.
This week the only other programmer in our group had to drop out due to personal reasons. This left us in a minor crisis since I am the only programmer in the group now, though one of the other team members know some basic C# scripting in Unity3D which will hopefully help me somewhat. The focus this week was to get a pre-alpha build ready for play testing.
I’ve abandoned using ‘actual’ hovering on the vehicles for now in favor […]

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Program: Programming

BGP 2015 – thrid week, minor crisis & Pre-Alpha


Hello.
This week the only other programmer in our group had to drop out due to personal reasons. This left us in a minor crisis since I am the only programmer in the group now, though one of the other team members know some basic C# scripting in Unity3D which will hopefully help me somewhat. The focus this week was to get a pre-alpha build ready for play testing.
I’ve abandoned using ‘actual’ hovering on the vehicles for now in favor […]

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Program: Programming