Author Archives: Patrik Selleby

About Patrik Selleby

2016 Programming

Displaying enemy kills through cards.

Paradebar highlighted showing the amount of kills. The more yellow version with a + sign indicates that the player recieved an upgrade on that kill.
After 18 kills the parade bar will start over from the beginning again.
Throughout this whole time designing our game, the single hardest thing to get a clear grasp of has been the “parade system”. The paradesystem is supposed to show progress through the level by having slain enemies follow behind the player avatar in a line, […]

/ Comments Off on Displaying enemy kills through cards.
Program: Programming

Displaying enemy kills through cards.

Paradebar highlighted showing the amount of kills. The more yellow version with a + sign indicates that the player recieved an upgrade on that kill.
After 18 kills the parade bar will start over from the beginning again.
Throughout this whole time designing our game, the single hardest thing to get a clear grasp of has been the “parade system”. The paradesystem is supposed to show progress through the level by having slain enemies follow behind the player avatar in a line, […]

/ Comments Off on Displaying enemy kills through cards.
Program: Programming

Visually representing health.

Picture of the game with the health represented through bottles at the top left the screen.
There are many ways to represent health in games. What we decided upon was representing health visually through bottles. As of this moment we have 5 bottles that constitute 100 hit points of the player character. So each bottles is essentially 1/5 of the player characters health. So if the player has 100 hitpoints and each hit removes 10 each bottle has to indicate that […]

/ Comments Off on Visually representing health.
Program: Programming

Visually representing health.

Picture of the game with the health represented through bottles at the top left the screen.
There are many ways to represent health in games. What we decided upon was representing health visually through bottles. As of this moment we have 5 bottles that constitute 100 hit points of the player character. So each bottles is essentially 1/5 of the player characters health. So if the player has 100 hitpoints and each hit removes 10 each bottle has to indicate that […]

/ Comments Off on Visually representing health.
Program: Programming

Upgrading Player Shooting

Two pictures showing different bullet patterns being employed by the player.
This week I’ve been doing a lot. Yet nothing really seems to stand out so I’ll talk about something that might be quite simple but could still be interesting. We have figured out a way to implement the parade now. It will be tied to upgrading the players shooting. So for every x number of enemies that get added to the parade, the players shooting pattern will change. We do […]

/ Comments Off on Upgrading Player Shooting
Program: Programming

Upgrading Player Shooting

Two pictures showing different bullet patterns being employed by the player.
This week I’ve been doing a lot. Yet nothing really seems to stand out so I’ll talk about something that might be quite simple but could still be interesting. We have figured out a way to implement the parade now. It will be tied to upgrading the players shooting. So for every x number of enemies that get added to the parade, the players shooting pattern will change. We do […]

/ Comments Off on Upgrading Player Shooting
Program: Programming

Adding entities to a “Parade”

A couple of weeks ago I started working on the parade mechanic within our game. Since we have decided to change the parade mechanic, but still do not know what we will change it into, I have since stopped working on it for the time being. However, I figured what I do have implemented with the mechanic would still be interesting to talk about.
So first of all, the parade as of this moment consists of enemies you have killed, who […]

/ Comments Off on Adding entities to a “Parade”
Program: Programming

Adding entities to a “Parade”

A couple of weeks ago I started working on the parade mechanic within our game. Since we have decided to change the parade mechanic, but still do not know what we will change it into, I have since stopped working on it for the time being. However, I figured what I do have implemented with the mechanic would still be interesting to talk about.
So first of all, the parade as of this moment consists of enemies you have killed, who […]

/ Comments Off on Adding entities to a “Parade”
Program: Programming

Figuring out Bullet Patterns

During the past week I was assigned with making a couple of “bullet patterns”. By bullet pattern I mean the way the bullet acts when fired by an entity within the game world. So Essentially it is the act of how the entity shoots and how the bullet moves when shot. The purpose for this was to have as little code as possible, and making it easy for our designer to give each enemy a unique shooting pattern.
I quickly came […]

/ Comments Off on Figuring out Bullet Patterns
Program: Programming

Figuring out Bullet Patterns

During the past week I was assigned with making a couple of “bullet patterns”. By bullet pattern I mean the way the bullet acts when fired by an entity within the game world. So Essentially it is the act of how the entity shoots and how the bullet moves when shot. The purpose for this was to have as little code as possible, and making it easy for our designer to give each enemy a unique shooting pattern.
I quickly came […]

/ Comments Off on Figuring out Bullet Patterns
Program: Programming