Yearly Archives: 2015

Game Dev: Digging tunnels and flooding them (Group 13)

Hi!
This week, I have been helping out on the programming side of Mole Munch. I started programming for the team last week during the days leading up to the alpha, and have continued helping out with that this week.
My task this week was to work on the tunnel system, which I consider one of our core mechanics. Mole Munch is about constantly switching between surface and dig mode, avoiding gardeners on the surface and water spreading in your tunnel below ground. […]

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Program: Graphics

Game Dev: Digging tunnels and flooding them (Group 13)

Hi!
This week, I have been helping out on the programming side of Mole Munch. I started programming for the team last week during the days leading up to the alpha, and have continued helping out with that this week.
My task this week was to work on the tunnel system, which I consider one of our core mechanics. Mole Munch is about constantly switching between surface and dig mode, avoiding gardeners on the surface and water spreading in your tunnel below ground. […]

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Program: Graphics

Last Signal – Doors and Switches

When the player is traversing through the levels of the Last Signal, we want to have the player want to explore the level that is presented to them. We also wanted the player to have more to do rather than go from point A to point B and shoot the enemies. This was ensured by the creations of doors that blocked off sections of the levels and having switches that the player has to interact with to open the doors.
The doors started […]

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Program: Programming

Last Signal – Doors and Switches

When the player is traversing through the levels of the Last Signal, we want to have the player want to explore the level that is presented to them. We also wanted the player to have more to do rather than go from point A to point B and shoot the enemies. This was ensured by the creations of doors that blocked off sections of the levels and having switches that the player has to interact with to open the doors.
The doors started […]

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Program: Programming

Weekly assignment #3 Enemy character – Again.

Hello again!
So this week has been some what of a rerun of the first week. During the first weeks we decided to go with an isometric perspective of our game to play at our strong side, since we were twice the graphic students than we are programmers (4/2). Some problems came and up and our group didn’t have the knowledge to implement isometric graphic to an isometric view. This left us with isometric graphic, which could not be implemented to […]

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Program: Graphics

Weekly assignment #3 Enemy character – Again.

Hello again!
So this week has been some what of a rerun of the first week. During the first weeks we decided to go with an isometric perspective of our game to play at our strong side, since we were twice the graphic students than we are programmers (4/2). Some problems came and up and our group didn’t have the knowledge to implement isometric graphic to an isometric view. This left us with isometric graphic, which could not be implemented to […]

/ Comments Off on Weekly assignment #3 Enemy character – Again.
Program: Graphics

Weekly assignment #3 Enemy character – Again.

Hello again!
So this week has been some what of a rerun of the first week. During the first weeks we decided to go with an isometric perspective of our game to play at our strong side, since we were twice the graphic students than we are programmers (4/2). Some problems came and up and our group didn’t have the knowledge to implement isometric graphic to an isometric view. This left us with isometric graphic, which could not be implemented to […]

/ Comments Off on Weekly assignment #3 Enemy character – Again.
Program: Graphics

Weekly assignment #3 Enemy character – Again.

Hello again!
So this week has been some what of a rerun of the first week. During the first weeks we decided to go with an isometric perspective of our game to play at our strong side, since we were twice the graphic students than we are programmers (4/2). Some problems came and up and our group didn’t have the knowledge to implement isometric graphic to an isometric view. This left us with isometric graphic, which could not be implemented to […]

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Program: Graphics

Dragon song – animations using Thor

With the alpha completed we began the work on the beta. I have mainly worked with the implementation of animation in our game. This blog posts will be about that topic.
Previously to this week I had never animated from a programmers point of view, I have had some very inconsequential experience with animating in flash. When I researched how to animate using SFML I found out about a library extension called Thor.  From reading the documentation I saw some functionalities […]

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Program: Programming

Dragon song – animations using Thor

With the alpha completed we began the work on the beta. I have mainly worked with the implementation of animation in our game. This blog posts will be about that topic.
Previously to this week I had never animated from a programmers point of view, I have had some very inconsequential experience with animating in flash. When I researched how to animate using SFML I found out about a library extension called Thor.  From reading the documentation I saw some functionalities […]

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Program: Programming

Blogpost III – Fancy Mansion

Animating the Equipped Armour
This week I have assigned myself the task to animate the armor while equipped, or worn, by the protagonist. Since I have not done that many animations before this was quite a high risk task. But I decided to try anyway since we have a lot of work to do and be done with until the Beta. To make it seem like less work I assigned me the side (right an left) animation, but I have in […]

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Program: Graphics

Blogpost III – Fancy Mansion

Animating the Equipped Armour
This week I have assigned myself the task to animate the armor while equipped, or worn, by the protagonist. Since I have not done that many animations before this was quite a high risk task. But I decided to try anyway since we have a lot of work to do and be done with until the Beta. To make it seem like less work I assigned me the side (right an left) animation, but I have in […]

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Program: Graphics

Weekly blog assignment #3

Hi there and welcome back!
So, this week started a bit late for our group. Our scrum master was not here, so we had our weekly scrum meeting on Tuesday instead, which led to that no one in our group had anything special to do on Monday. So I spent Monday on just reading our code and trying to understand the whole structure better, as this has been and is my greatest flaw in programming. Mostly I read through our Animation […]

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Program: Programming

Weekly blog assignment #3

Hi there and welcome back!
So, this week started a bit late for our group. Our scrum master was not here, so we had our weekly scrum meeting on Tuesday instead, which led to that no one in our group had anything special to do on Monday. So I spent Monday on just reading our code and trying to understand the whole structure better, as this has been and is my greatest flaw in programming. Mostly I read through our Animation […]

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Program: Programming

Game Development – Nr.3 | Magic Writer

Particle system
Among many things i have worked on a particle system this week. At first i was not sure how to start, i had only done this once or twice in another programming language (C#). What I am about to explain is the current state of the system, it is not what i indent to have at the end meaning that it is not finished yet.
So far I have created two classes, a ”Particle” class and a ”ParticleEmitter” class. I’ll […]

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Program: Programming

Game Development – Nr.3 | Magic Writer

Particle system
Among many things i have worked on a particle system this week. At first i was not sure how to start, i had only done this once or twice in another programming language (C#). What I am about to explain is the current state of the system, it is not what i indent to have at the end meaning that it is not finished yet.
So far I have created two classes, a ”Particle” class and a ”ParticleEmitter” class. I’ll […]

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Program: Programming

Game Production: Feature 3

This week I have been working on the HUD (Heads Up Display), polishing what I already had done previous weeks, and creating some new elements.
The first element I worked on was the health-bar for the player character. I wanted the HUD to feel integrated with the theme of the game. The theme being the forest, I decided on branches or roots for the health-bar outline. This was my first iteration:

But after testing this with the temporary background colour […]

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Program: Graphics

Game Production: Feature 3

This week I have been working on the HUD (Heads Up Display), polishing what I already had done previous weeks, and creating some new elements.
The first element I worked on was the health-bar for the player character. I wanted the HUD to feel integrated with the theme of the game. The theme being the forest, I decided on branches or roots for the health-bar outline. This was my first iteration:

But after testing this with the temporary background colour […]

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Program: Graphics

Dragon Song Bloggpost #3

This is the first week when the game is in beta stage, this week we have been looking over the project and tried to make a list of all the things that needs to be done before the final version of the game. The three things we need to work on before the beta deadline is power ups, states (menu state and so on) and last we need to get animations to work properly.
This is how the game looks like […]

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Program: Programming

Dragon Song Bloggpost #3

This is the first week when the game is in beta stage, this week we have been looking over the project and tried to make a list of all the things that needs to be done before the final version of the game. The three things we need to work on before the beta deadline is power ups, states (menu state and so on) and last we need to get animations to work properly.
This is how the game looks like […]

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Program: Programming

Companions need to speak or in this case write.

So this week I have worked on our games A.I companion. That is a type of display or small PDA. This companion is meant to help the player through the game by telling current objectives and other useful information. Most of the companion works but the important part was the text it displays on it’s display.
 the A.I display.
So SFML is really handy when it comes to these sorts of things. As it already have classes for fonts and text. First […]

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Program: Programming

Companions need to speak or in this case write.

So this week I have worked on our games A.I companion. That is a type of display or small PDA. This companion is meant to help the player through the game by telling current objectives and other useful information. Most of the companion works but the important part was the text it displays on it’s display.
 the A.I display.
So SFML is really handy when it comes to these sorts of things. As it already have classes for fonts and text. First […]

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Program: Programming

Multiple Iterations of Enemy 1

This week I’ve revisited the animation for enemy 1, after receiving very helpful critique.
The main issue people had with my first animation was the fact that it was very static. People was expecting more dynamic movements from enemy 1. Something representing the enemy’s “walk cycle”, actually seeing the alien shell move along with the body and the big teeth opening and closing.
So what do you do when you have a finished animation and you need to apply so many changes […]

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Program: Graphics

Multiple Iterations of Enemy 1

This week I’ve revisited the animation for enemy 1, after receiving very helpful critique.
The main issue people had with my first animation was the fact that it was very static. People was expecting more dynamic movements from enemy 1. Something representing the enemy’s “walk cycle”, actually seeing the alien shell move along with the body and the big teeth opening and closing.
So what do you do when you have a finished animation and you need to apply so many changes […]

/ Comments Off on Multiple Iterations of Enemy 1
Program: Graphics