Yearly Archives: 2015
Game Production: Feature 6
This week I have been working on the end screen, it is the screen you get when you lose the game, and since this is a “no victory” game, you will see this screen a lot. Therefore I really wanted it to look nice. In the end of this game you will lose your “Life tree” so I wanted that to be represented in the Image, It is shown in the middle as a stump. It has a shaft of […]
Game Production: Feature 6
This week I have been working on the end screen, it is the screen you get when you lose the game, and since this is a “no victory” game, you will see this screen a lot. Therefore I really wanted it to look nice. In the end of this game you will lose your “Life tree” so I wanted that to be represented in the Image, It is shown in the middle as a stump. It has a shaft of […]
The Fancy Mansion Heist: Final Animations
This’ll be the last blog post I write about the game my team and I are currently working on, called the Fancy Mansion Heist. By this point I’ve explained what the game is about several times, but let us do a quick recap: You play as a burglar breaking into the luxurious mansion of Mr. Otto von Fancy. Your objective? To steal as many valuables and as much cash as you can without getting caught by Otto, who is wandering […]
The Fancy Mansion Heist: Final Animations
This’ll be the last blog post I write about the game my team and I are currently working on, called the Fancy Mansion Heist. By this point I’ve explained what the game is about several times, but let us do a quick recap: You play as a burglar breaking into the luxurious mansion of Mr. Otto von Fancy. Your objective? To steal as many valuables and as much cash as you can without getting caught by Otto, who is wandering […]
”In a [alien tongue] ravaged by [plant tables] our only solace is [different colored tiles]”
Okay so for this week I finished up Alien02 by giving it a tongue.
The tongue comes in two parts: the body and the head. The body is supposed to be stretched out while the head will just look menacing as it is extruded towards the player. There are barely any details on either the head or the body of the tongue simply because they need to be so small that details really does not fit on them. […]
”In a [alien tongue] ravaged by [plant tables] our only solace is [different colored tiles]”
Okay so for this week I finished up Alien02 by giving it a tongue.
The tongue comes in two parts: the body and the head. The body is supposed to be stretched out while the head will just look menacing as it is extruded towards the player. There are barely any details on either the head or the body of the tongue simply because they need to be so small that details really does not fit on them. […]
Space Shooter Project. Blog 6. Level Logistics
So for this blogpost I am going to go through some logistical solutions regarding our level design. We have so far had a few problems in structuring our level. This is mainly due to the fact that we lack a proper tilemap. Hence we are placing interactive objects through hard coding. This makes moving objects around and testing different level structures very tedious. In addition to this we have certain graphical aspects of our level which needs to correspond with […]
Space Shooter Project. Blog 6. Level Logistics
So for this blogpost I am going to go through some logistical solutions regarding our level design. We have so far had a few problems in structuring our level. This is mainly due to the fact that we lack a proper tilemap. Hence we are placing interactive objects through hard coding. This makes moving objects around and testing different level structures very tedious. In addition to this we have certain graphical aspects of our level which needs to correspond with […]
Week 9 – Power up
Hello hello!
So during this and the past week I have been working on one of our power ups. In Magic Writer there are three power ups, one multi shot, or lightning, which kills all monsters on screen, the second one is freeze, which as it sounds, freezes all monsters and the third one called piercing, that kills all monsters in a specific lane. The later one is the one I have been working on.
When activating this power up it will […]
Week 9 – Power up
Hello hello!
So during this and the past week I have been working on one of our power ups. In Magic Writer there are three power ups, one multi shot, or lightning, which kills all monsters on screen, the second one is freeze, which as it sounds, freezes all monsters and the third one called piercing, that kills all monsters in a specific lane. The later one is the one I have been working on.
When activating this power up it will […]
Spelutveckling #5
Det är svårt att välja en artefakt att skriva om denna vecka eftersom att vi just nu jobbar med att förbättra det sista på spelet som bland annat att förbättra features, byta ut placeholder ljud och sprites och ta bort minnesläckor. Så jag kommer bara gå igenom vad jag har jobbat på för förbättringar till spelet denna vecka.
så till och börja med har jag denna vecka jobbat på att byta ut placeholder ljud i vårat spel Magic Writer. Jag har […]
Spelutveckling #5
Det är svårt att välja en artefakt att skriva om denna vecka eftersom att vi just nu jobbar med att förbättra det sista på spelet som bland annat att förbättra features, byta ut placeholder ljud och sprites och ta bort minnesläckor. Så jag kommer bara gå igenom vad jag har jobbat på för förbättringar till spelet denna vecka.
så till och börja med har jag denna vecka jobbat på att byta ut placeholder ljud i vårat spel Magic Writer. Jag har […]
Tutorial
This week I’ve been implementing the tutorial for our game Trespawsser, and for change I’m going to focus on the design aspect rather than the coding aspect of this artifact, however I will briefly touch on the code as well.
The tutorial is pretty standard, and nothing I am particularly proud of, and I will come back to why that is later.
The tutorial is built in the main level, so there is no external “training area”. This is because we wanted […]
Tutorial
This week I’ve been implementing the tutorial for our game Trespawsser, and for change I’m going to focus on the design aspect rather than the coding aspect of this artifact, however I will briefly touch on the code as well.
The tutorial is pretty standard, and nothing I am particularly proud of, and I will come back to why that is later.
The tutorial is built in the main level, so there is no external “training area”. This is because we wanted […]
Sista blogginlägget
Denna vecka har varit rätt seg för mig för har legat hemma med feber ett par dagar och bara mått riktigt kasst. Som tur är är det inte så mycket programmering kvar innan final nästa vecka! Så jag har helt enkelt fokuserat på kompletteringen av design dokumentet samt att jobba på de två rapporter som jag ska lämna in nästa vecka.
Jag har skrivit lite om design dokumentet tidigare här, det var tre saker som behövdes kompletteras och det var:
GUI. […]
Sista blogginlägget
Denna vecka har varit rätt seg för mig för har legat hemma med feber ett par dagar och bara mått riktigt kasst. Som tur är är det inte så mycket programmering kvar innan final nästa vecka! Så jag har helt enkelt fokuserat på kompletteringen av design dokumentet samt att jobba på de två rapporter som jag ska lämna in nästa vecka.
Jag har skrivit lite om design dokumentet tidigare här, det var tre saker som behövdes kompletteras och det var:
GUI. […]
Dev Log VI
Mole munch är vår tagning på hur man gör ett arkadigt mullvadsspel där du skall undvika fienden som studsar mot väggarna och plocka upp grönsakerna. Man kan vara under jord där man är halvt skyddad från mullvadsfångarna. Ifall de ser en jordhög som man lämnar efter sig så kommer dem att fylla den med vatten.
Det grafiska uttrycket som vi söker till spelet är tänkt att vara av den enklare och mer tecknade stilen. Detta eftersom vi vill få spelaren att […]
Dev Log VI
Mole munch är vår tagning på hur man gör ett arkadigt mullvadsspel där du skall undvika fienden som studsar mot väggarna och plocka upp grönsakerna. Man kan vara under jord där man är halvt skyddad från mullvadsfångarna. Ifall de ser en jordhög som man lämnar efter sig så kommer dem att fylla den med vatten.
Det grafiska uttrycket som vi söker till spelet är tänkt att vara av den enklare och mer tecknade stilen. Detta eftersom vi vill få spelaren att […]
The Last Signal. Post #6: AI for enemy type 2
This is the last post which is required in the course 5SD033 – Introduction to Game Development.
Over the period of about 2 months, our game, “The Last Signal”, has evolved from nothing to almost a playable game – with colourful backgrounds, vivid animations for the player and the enemies, power-ups and a room transition system. The game employs data-driven object creation (rooms, animations and sound effects are created during run-time from data in external text files), some interesting AI and player movement control with the mouse.
There […]
The Last Signal. Post #6: AI for enemy type 2
This is the last post which is required in the course 5SD033 – Introduction to Game Development.
Over the period of about 2 months, our game, “The Last Signal”, has evolved from nothing to almost a playable game – with colourful backgrounds, vivid animations for the player and the enemies, power-ups and a room transition system. The game employs data-driven object creation (rooms, animations and sound effects are created during run-time from data in external text files), some interesting AI and player movement control with the mouse.
There […]
The Final Level
They never seem to end, these levels.
Levels have been remade, redesigned, rearranged and reevaluated at a ridiculous rate. The final outcome, purely from a design perspective, is fine. The levels flow nicely into each other and there seems to be a difficulty progression that suits our needs. Feedback from playtesters has, generally, been positive. The desired aesthetics are met. However, looking at the narrative, we fail to deliver.
Ambient Pressure does not deliver much narrative. The player is instantly thrown into […]
The Final Level
They never seem to end, these levels.
Levels have been remade, redesigned, rearranged and reevaluated at a ridiculous rate. The final outcome, purely from a design perspective, is fine. The levels flow nicely into each other and there seems to be a difficulty progression that suits our needs. Feedback from playtesters has, generally, been positive. The desired aesthetics are met. However, looking at the narrative, we fail to deliver.
Ambient Pressure does not deliver much narrative. The player is instantly thrown into […]
Space Dev 6 – Making friends
In an unusual sense of the phrase, as in this week (along with an assortment of random task nobody else had time to do) I made the sprite of the player thief’s friend and accomplice.
We’ve had some discussion along the road about what, in the setting, happens to the stuff the player steals. The concept doc wasn’t entirely clear on the matter, so eventually we settled for adding an additional character for the sole purpose of helping that make sense […]
Space Dev 6 – Making friends
In an unusual sense of the phrase, as in this week (along with an assortment of random task nobody else had time to do) I made the sprite of the player thief’s friend and accomplice.
We’ve had some discussion along the road about what, in the setting, happens to the stuff the player steals. The concept doc wasn’t entirely clear on the matter, so eventually we settled for adding an additional character for the sole purpose of helping that make sense […]