Yearly Archives: 2015
Spelutveckling – Introduktion – projektarbetet / vecka 8
Senast jobbade jag med något som vi kallar för en warm up screen. Detta är som en mini tutorial innan spelet drar igång för att spelaren snabbt ska kunna få en bild över hur man spelar utan att behöva hoppa in i tutorial state. Vi kände att vårat spel har behov av detta för att våra kontroller är inte självklara, och för att vi vill förklara sambandet mellan att trollkarlen tänker på något, spelaren skriver det avtaren har i tankebubblan […]
Spelutveckling – Introduktion – projektarbetet / vecka 8
Senast jobbade jag med något som vi kallar för en warm up screen. Detta är som en mini tutorial innan spelet drar igång för att spelaren snabbt ska kunna få en bild över hur man spelar utan att behöva hoppa in i tutorial state. Vi kände att vårat spel har behov av detta för att våra kontroller är inte självklara, och för att vi vill förklara sambandet mellan att trollkarlen tänker på något, spelaren skriver det avtaren har i tankebubblan […]
The Door Class and Level Collision
So don’t be afraid there the last post was about this and it was not the working copy which I will now tell you about.
Yes the Door and level collision is fixed and now I will tell you how I with some help did it!.
First of the Level collision:
So after gaining help from a brilliant friend we used the debug tool to look over every part of the code that involved the collision between the player and the map.
What we […]
The Door Class and Level Collision
So don’t be afraid there the last post was about this and it was not the working copy which I will now tell you about.
Yes the Door and level collision is fixed and now I will tell you how I with some help did it!.
First of the Level collision:
So after gaining help from a brilliant friend we used the debug tool to look over every part of the code that involved the collision between the player and the map.
What we […]
Dragon Song Blogpost 5
This week has been a bit of a roller coaster. It started of fine. I was doing good on my way to finish my work with the background and parallaxing layers for the beta presentation tomorrow. But as it turned out, because of unforeseen events, I had to put aside the last parallax layer and divert my attention to other things.
This Wednesday we presented our games art assets for feedback and we got a lot of good feedback. Some we […]
Dragon Song Blogpost 5
This week has been a bit of a roller coaster. It started of fine. I was doing good on my way to finish my work with the background and parallaxing layers for the beta presentation tomorrow. But as it turned out, because of unforeseen events, I had to put aside the last parallax layer and divert my attention to other things.
This Wednesday we presented our games art assets for feedback and we got a lot of good feedback. Some we […]
”Wanted Animation”
The beta-crunch is on and this week our group have been totally focused on adding the last, important features to our game. But also cutting the features that we won’t be able to add in time for beta or final.
In our game the players avatar, the bat, has many different states that are all represented by a change of animation to the bat. Examples of these is: “flying” -the normal animation cycle of the bat flying without any powerup, “greenP” […]
”Wanted Animation”
The beta-crunch is on and this week our group have been totally focused on adding the last, important features to our game. But also cutting the features that we won’t be able to add in time for beta or final.
In our game the players avatar, the bat, has many different states that are all represented by a change of animation to the bat. Examples of these is: “flying” -the normal animation cycle of the bat flying without any powerup, “greenP” […]
Space Shooter Project Blog: Post #5
For this post I will cover the cryopod asset present of the ship of our game. This will replace the beds I created previously, as they simply didn’t fit thematically nor with the narrative I myself wrote for the game. Go figure. Either way, this is the process of the cryopod creation.
Since I knew one of our cinematic images had portrayed a cryopod as displayed in the picture above, I figured this was as good a place to start […]
Space Shooter Project Blog: Post #5
For this post I will cover the cryopod asset present of the ship of our game. This will replace the beds I created previously, as they simply didn’t fit thematically nor with the narrative I myself wrote for the game. Go figure. Either way, this is the process of the cryopod creation.
Since I knew one of our cinematic images had portrayed a cryopod as displayed in the picture above, I figured this was as good a place to start […]
Fancy Mansion – Artificial Intelligence
Last week I did some pre-work for making path-finding work in our game, and this week’s work took off right after last week’s work ended. This week I have been working with getting the AI for Mr. Fancy implemented, making him move to the location where the player made a sound (i.e. when the player is running). Something I have also implemented is a kind of a field of view for Mr. Fancy, which makes him chase the player if they […]
Fancy Mansion – Artificial Intelligence
Last week I did some pre-work for making path-finding work in our game, and this week’s work took off right after last week’s work ended. This week I have been working with getting the AI for Mr. Fancy implemented, making him move to the location where the player made a sound (i.e. when the player is running). Something I have also implemented is a kind of a field of view for Mr. Fancy, which makes him chase the player if they […]
Dev Log V
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 V
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 […]
Week 8 of the Piñata – HUD in a different order
This is a continuation on last weeks work, which was on the GUI and HUD. In short I were making the different bars and working out effects that tells the player what is going on while they play the game. For this week I have changed it around as well as tweeked some shapes in it.
The week kicked off with playtesting of our game and we gathered the feedback and went over it, discussing how we could use it and […]
Week 8 of the Piñata – HUD in a different order
This is a continuation on last weeks work, which was on the GUI and HUD. In short I were making the different bars and working out effects that tells the player what is going on while they play the game. For this week I have changed it around as well as tweeked some shapes in it.
The week kicked off with playtesting of our game and we gathered the feedback and went over it, discussing how we could use it and […]
Veckan innan Beta
Detta är den sista veckan innan Beta och Beta presentation imorgon bitti. Jag har varit så stressad och haft så mycket saker att göra denna vecka. Tyvärr det ha varit som när man har så mycket att göra så att du bara inte kan få något gjort alls. Jag har haft en riktigt dålig vecka där jag har jobbat lite på designen dokumentet (läs om det här) för att uppdatera det, vi har också fått feedback på dokumentet från […]
Veckan innan Beta
Detta är den sista veckan innan Beta och Beta presentation imorgon bitti. Jag har varit så stressad och haft så mycket saker att göra denna vecka. Tyvärr det ha varit som när man har så mycket att göra så att du bara inte kan få något gjort alls. Jag har haft en riktigt dålig vecka där jag har jobbat lite på designen dokumentet (läs om det här) för att uppdatera det, vi har också fått feedback på dokumentet från […]
LAST SIGNAL – H.A.C.
In order to relay information to the player we needed a way to give the player the right information needed at the right time. To do this we created the Handheld Artificial Companion, or H.A.C. for short. This allows us to relay information in the games universe without breaking the immersion that we want to achieve. The name comes from the narrative created by our level designer while he was designing the levels for the game.
The H.A.C. displays the text in a […]
LAST SIGNAL – H.A.C.
In order to relay information to the player we needed a way to give the player the right information needed at the right time. To do this we created the Handheld Artificial Companion, or H.A.C. for short. This allows us to relay information in the games universe without breaking the immersion that we want to achieve. The name comes from the narrative created by our level designer while he was designing the levels for the game.
The H.A.C. displays the text in a […]
Weekly blog assignment #5
Hi everyone!
I started out this week with finishing my bounce power-up, I did have some troubles with it as it had some bugs. After spending a considerable amount of time on it I asked for help from our lead code, after a few iterations we were able to solve it and now it works fine (most of the time).
The main thing I worked on this week was creating a instructions state, where the players can see two pictures that explains […]
Weekly blog assignment #5
Hi everyone!
I started out this week with finishing my bounce power-up, I did have some troubles with it as it had some bugs. After spending a considerable amount of time on it I asked for help from our lead code, after a few iterations we were able to solve it and now it works fine (most of the time).
The main thing I worked on this week was creating a instructions state, where the players can see two pictures that explains […]
”GameOverState”
Den här veckan tänker jag skriva lite om hur jag tänkte när jag gjorde ”GameOverState” klassen och även lite om huvudmenyn då det är en och samma sak, bara i olika klasser.”GameOverState” klassen påminner mycket om meny klassen som jag gjorde förra veckan. Jag tog meny klassen som bas för att göra ”gameover”, när spelaren dör / blir fasttagen av fienden så ska spelaren se ”gameover” skärmen som är ett separat ”gamestate”.
”GameOverState” har för […]
”GameOverState”
Den här veckan tänker jag skriva lite om hur jag tänkte när jag gjorde ”GameOverState” klassen och även lite om huvudmenyn då det är en och samma sak, bara i olika klasser.”GameOverState” klassen påminner mycket om meny klassen som jag gjorde förra veckan. Jag tog meny klassen som bas för att göra ”gameover”, när spelaren dör / blir fasttagen av fienden så ska spelaren se ”gameover” skärmen som är ett separat ”gamestate”.
”GameOverState” har för […]