Browsing 'Programming': Posts from Game Design and Programming
BGP – Spirit Boom – Dev. Post 2
Since I forgot to write a post about last week’s work, I’ll try to go over what I’ve done both of these weeks in a single post in brief detail.
Implementing a Win State in combat
Setting up a contemporary Win-State was easy. All that was needed was to set up a script that sent the user back to the World scene if the enemy’s Hp reaches zero. The reason as to why it is contemporary and isn’t permanent is because […]
BGP – Spirit Boom – Dev. Post 2
Since I forgot to write a post about last week’s work, I’ll try to go over what I’ve done both of these weeks in a single post in brief detail.
Implementing a Win State in combat
Setting up a contemporary Win-State was easy. All that was needed was to set up a script that sent the user back to the World scene if the enemy’s Hp reaches zero. The reason as to why it is contemporary and isn’t permanent is because […]
Back to school
So during the Thursday I worked on making the lined up spells in Harakat mode all fire in proper order. In the end i made them all fire but i think they appear in the reverse order of input. Oh well, it works at least, just need to reverse the loop which fires the spells.
We have re-assessed our priorities since the alpha feedback and Harakat mode have not come out of top. For now we are focusing on the core […]
Back to school
So during the Thursday I worked on making the lined up spells in Harakat mode all fire in proper order. In the end i made them all fire but i think they appear in the reverse order of input. Oh well, it works at least, just need to reverse the loop which fires the spells.
We have re-assessed our priorities since the alpha feedback and Harakat mode have not come out of top. For now we are focusing on the core […]
Warpers – Dynamic Cameras
I’m currently taking the course Big Game Project at Uppsala University – Campus Gotland, where the goal is to have, after 10 weeks, a working vertical slice of a game which might have the potential to become a product worth selling at a later stage.
We’re now five weeks into the production of the game Warpers and this time I’ll write about the camera system which gives Warpers a smoother feel than more traditional top-down cameras. Warpers have multiple scenarios […]
Warpers – Dynamic Cameras
I’m currently taking the course Big Game Project at Uppsala University – Campus Gotland, where the goal is to have, after 10 weeks, a working vertical slice of a game which might have the potential to become a product worth selling at a later stage.
We’re now five weeks into the production of the game Warpers and this time I’ll write about the camera system which gives Warpers a smoother feel than more traditional top-down cameras. Warpers have multiple scenarios […]
Week 5 – Tamarrion – The Alpha
Time for Alpha!
So, we’ve just finished our Alpha, and had our game analyzed by a jury of Game Designers for well known companies.
I’m in charge of taking the feedback from anyone giving us feedback. This means that I’ve got to take down any and all feedback given to us, convert that to Data and cipher what it entails, and how it is relevant to the continuation of our development.
So, let’s talk a bit about the feedback we’ve been given and […]
Week 5 – Tamarrion – The Alpha
Time for Alpha!
So, we’ve just finished our Alpha, and had our game analyzed by a jury of Game Designers for well known companies.
I’m in charge of taking the feedback from anyone giving us feedback. This means that I’ve got to take down any and all feedback given to us, convert that to Data and cipher what it entails, and how it is relevant to the continuation of our development.
So, let’s talk a bit about the feedback we’ve been given and […]
Scrap Pirates – Big Game Project – Blog Post #3
This week for me has mostly been about creating moving platforms.
Most problems occurring whilst creating the moving platforms were simple mistakes with easy fixes, such as forgetting to create platforms that can go down/left, and not just right/up and able to go back their starting point.
When a moving platform is placed in the game scene, both speed and what distance to move can be set. Then, the script of moving platforms will check if the distance is horizontal/vertical and if the […]
Scrap Pirates – Big Game Project – Blog Post #3
This week for me has mostly been about creating moving platforms.
Most problems occurring whilst creating the moving platforms were simple mistakes with easy fixes, such as forgetting to create platforms that can go down/left, and not just right/up and able to go back their starting point.
When a moving platform is placed in the game scene, both speed and what distance to move can be set. Then, the script of moving platforms will check if the distance is horizontal/vertical and if the […]
BGP 2015 – fourth week: loops, turns, rotations & illness
Hello!
This week has been pretty bad for me because I’ve been ill for the most part and as such have not been able to work as much on the project. It really does wonders for your stress levels.
I have been able fix the custom gravity effect for loops and turns by making prefabs that are essentially trigger boxes that apply a gravity effect on any players within them. The direction of the gravity effect is determined by the rotation […]
BGP 2015 – fourth week: loops, turns, rotations & illness
Hello!
This week has been pretty bad for me because I’ve been ill for the most part and as such have not been able to work as much on the project. It really does wonders for your stress levels.
I have been able fix the custom gravity effect for loops and turns by making prefabs that are essentially trigger boxes that apply a gravity effect on any players within them. The direction of the gravity effect is determined by the rotation […]
Big Game Project; Week 5
For this week I will try to discuss the alpha testing and how it went.
The goals for alpha was that we should have:
– A playable map and some fights that could go on.
– Harakat mode should be functional and the magic casting and combinations should be available.
– A menu should be implemented.
All in all the level will be whiteboxed and tested to see if it follows a progression. The build should be in a stage where the game features […]
Big Game Project; Week 5
For this week I will try to discuss the alpha testing and how it went.
The goals for alpha was that we should have:
– A playable map and some fights that could go on.
– Harakat mode should be functional and the magic casting and combinations should be available.
– A menu should be implemented.
All in all the level will be whiteboxed and tested to see if it follows a progression. The build should be in a stage where the game features […]
Week 4
Hello everybody, this week wont be much about my position as A.I but as a small update on my course in general and what I’ve been up to otherwise.
So, the reason why I am making these weekly posts is because of a course as an A.I programmer for a demo of a game, but I am also writing a dissertation on my time as well.
My relevant questions and reason for my dissertation is to understand how I need to create […]
Week 4
Hello everybody, this week wont be much about my position as A.I but as a small update on my course in general and what I’ve been up to otherwise.
So, the reason why I am making these weekly posts is because of a course as an A.I programmer for a demo of a game, but I am also writing a dissertation on my time as well.
My relevant questions and reason for my dissertation is to understand how I need to create […]
BGP Week 5: HUD!
A new week, and still a seemingly endless pile of tasks to be done! After discussing with my group about whether or not I should continue working on the level generation, we came to the conclusion that it was probably best to put me on other tasks instead, prioritizing having an actual game instead of something half-finished with one cool way of generating levels. Thus, the level generation from the earlier posts was put on the backburner indefinitely, and I […]
BGP Week 5: HUD!
A new week, and still a seemingly endless pile of tasks to be done! After discussing with my group about whether or not I should continue working on the level generation, we came to the conclusion that it was probably best to put me on other tasks instead, prioritizing having an actual game instead of something half-finished with one cool way of generating levels. Thus, the level generation from the earlier posts was put on the backburner indefinitely, and I […]
Scrap Pirates – Ranting about Physics
I think it is time for a status update on what I am working on.
I have had two bigger problems thus far in this project. The first one is about our physic. It was apparent early that Unity’s own 2D physic did not work so well for us. Because of how we want the magnetism to work and that things in the environment should be able to knock you around a bit, we could not just set the players and […]
Scrap Pirates – Ranting about Physics
I think it is time for a status update on what I am working on.
I have had two bigger problems thus far in this project. The first one is about our physic. It was apparent early that Unity’s own 2D physic did not work so well for us. Because of how we want the magnetism to work and that things in the environment should be able to knock you around a bit, we could not just set the players and […]
BGP – TwinShift – Alpha and Improved Camera
This week we have seen the most progress out of any week since we’ve started. Things finally works well enough for us to have a reason to merge our projects since since we no longer will be hindered by other things. I’ve mainly worked on the camera again this week and it feels great to say that it starts to look really good.
One of the biggest flaws that my camera had last weeks was that I used Unitys LookAt method […]
BGP – TwinShift – Alpha and Improved Camera
This week we have seen the most progress out of any week since we’ve started. Things finally works well enough for us to have a reason to merge our projects since since we no longer will be hindered by other things. I’ve mainly worked on the camera again this week and it feels great to say that it starts to look really good.
One of the biggest flaws that my camera had last weeks was that I used Unitys LookAt method […]
Past Alpha
As of today we are past the Alpha, at moment of writing we haven’t technically been approved but our showing worked well enough even though the combinations of spells within Harakat didn’t get shown. But i get ahead of myself. The last two days have been filled with small fixes and putting together an alpha-worthy version. Other than a bunch of small fixes and tweaks i have been setting up a system for being able to add a number of […]
Past Alpha
As of today we are past the Alpha, at moment of writing we haven’t technically been approved but our showing worked well enough even though the combinations of spells within Harakat didn’t get shown. But i get ahead of myself. The last two days have been filled with small fixes and putting together an alpha-worthy version. Other than a bunch of small fixes and tweaks i have been setting up a system for being able to add a number of […]