Daily Archives: March 10, 2016

Ze Deathscreen

Finally I can move on from writing about the HUD and GUI and work on something else. This week has been about working on the deathscreen or the picture you get when you lost the game.
 
I googled around on pictures on cities and looked for something that looked similar to what we were doing and house house styles. After a while I had collected enough pictures and inspiration to start working on something. I started out by drawing lines in […]

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Program: Graphics

Ze Deathscreen

Finally I can move on from writing about the HUD and GUI and work on something else. This week has been about working on the deathscreen or the picture you get when you lost the game.
 
I googled around on pictures on cities and looked for something that looked similar to what we were doing and house house styles. After a while I had collected enough pictures and inspiration to start working on something. I started out by drawing lines in […]

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Program: Graphics

PotatoScore

In the week since my last post, we have been working furiously on finishing up our game. One of the things I have been working on is how our game handles the score that the player obtains while playing.
Since we use the score in two different states in the game, the gameplay-state and the victoryscreen-state, I implemented our score class as a member of our main game-state, thus making it exist and be accessible as long as the game is […]

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Program: Programming

PotatoScore

In the week since my last post, we have been working furiously on finishing up our game. One of the things I have been working on is how our game handles the score that the player obtains while playing.
Since we use the score in two different states in the game, the gameplay-state and the victoryscreen-state, I implemented our score class as a member of our main game-state, thus making it exist and be accessible as long as the game is […]

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Program: Programming

Blog week 5 – Checkpoint

It’s the final countdown!!! …Sorry that was really bad.
Joking aside, it’s only one week left until the finished product of our game is to be presented and everyone is doing their best to get the best possible result out of this project. We got a lot of good feedback both during our Beta playtesting last week and our pre Beta meeting with our teacher Marcus, which we plan to use as much as we can this final week.
One of the […]

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Program: Graphics

Blog week 5 – Checkpoint

It’s the final countdown!!! …Sorry that was really bad.
Joking aside, it’s only one week left until the finished product of our game is to be presented and everyone is doing their best to get the best possible result out of this project. We got a lot of good feedback both during our Beta playtesting last week and our pre Beta meeting with our teacher Marcus, which we plan to use as much as we can this final week.
One of the […]

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Program: Graphics

Potato Pirates, Fifth Update

Hello!
It is time for the fifth blogpost! Last week, as i mentioned in the last post, and the post before that,  I have spent a lot of time redesigning the map because it did not fit the overall art of the game.
Another big complain we got during the playtesting session was that there were little to no feedback from the game in several areas. It was also lacking a clear goal. The player does not know what his mission is […]

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Program: Graphics

Potato Pirates, Fifth Update

Hello!
It is time for the fifth blogpost! Last week, as i mentioned in the last post, and the post before that,  I have spent a lot of time redesigning the map because it did not fit the overall art of the game.
Another big complain we got during the playtesting session was that there were little to no feedback from the game in several areas. It was also lacking a clear goal. The player does not know what his mission is […]

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Program: Graphics

Blog 5 Torsdag 10/3

Blog nr. 5
Level nr. 1 Design/ Layout
David Isaksson grp. 9
So as we managed to slip though the Beta presentation and the finish line is within sight, we find ourselves staring at a mostly finished backlog. So our job as graphic designers these last weeks is to polish everything and finish the last of the menus, texts, background visuals and be ready to fix animations that might look a bit off when they are implemented in the game.
But this week i […]

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Program: Graphics

Blog 5 Torsdag 10/3

Blog nr. 5
Level nr. 1 Design/ Layout
David Isaksson grp. 9
So as we managed to slip though the Beta presentation and the finish line is within sight, we find ourselves staring at a mostly finished backlog. So our job as graphic designers these last weeks is to polish everything and finish the last of the menus, texts, background visuals and be ready to fix animations that might look a bit off when they are implemented in the game.
But this week i […]

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Program: Graphics

5SD033 Benefits of pre-loaded sprites

Most work this week has been in optimizing our game, with few new additions beyond another projectile. However, as the new projectile is mostly a re-thread of older projectile types and the EMP class mashed together, I instead chose to make this blog post about the benefits of loading sprites for projectiles before they are used instead of when they are created.
 
Crafting Bullets
When we had first started making our projectile class, we created it to hold its own sprite in […]

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Program: Programming

5SD033 Benefits of pre-loaded sprites

Most work this week has been in optimizing our game, with few new additions beyond another projectile. However, as the new projectile is mostly a re-thread of older projectile types and the EMP class mashed together, I instead chose to make this blog post about the benefits of loading sprites for projectiles before they are used instead of when they are created.
 
Crafting Bullets
When we had first started making our projectile class, we created it to hold its own sprite in […]

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Program: Programming

Game Design #5

Group 9 : Flight of the Giraffa
Last post I tried doing the power ups for the player, which was the laser projectile and a power up that is not very often spawned upon destroying an meteor. But if the player succeeds of destroying an meteor and the power up spawns, the player will see a shiny and lovely rainbow meteor that flies at the same speed as the meteor. Upon destroying this rainbow meteor it will instantly create a circle […]

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Program: Programming

Game Design #5

Group 9 : Flight of the Giraffa
Last post I tried doing the power ups for the player, which was the laser projectile and a power up that is not very often spawned upon destroying an meteor. But if the player succeeds of destroying an meteor and the power up spawns, the player will see a shiny and lovely rainbow meteor that flies at the same speed as the meteor. Upon destroying this rainbow meteor it will instantly create a circle […]

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Program: Programming