Browsing 'Programming': Posts from Game Design and Programming

The boomerang
A brief explanation:
So in our game, you play as a burglar in a big, badly lit mansion, and the only source of light you have is a glow stick that act as a boomerang, which of course means that the player can throw this to light up a distant area. As any good boomerang, it always returns to the thrower.
The player throws the boomerang using the right mouse button. It flies towards the courser and returns to the player when […]

The boomerang
A brief explanation:
So in our game, you play as a burglar in a big, badly lit mansion, and the only source of light you have is a glow stick that act as a boomerang, which of course means that the player can throw this to light up a distant area. As any good boomerang, it always returns to the thrower.
The player throws the boomerang using the right mouse button. It flies towards the courser and returns to the player when […]

Alpha week
This week has been a very hectic one, as we been getting closer and closer to the day that our alpha build has to be done. Last week we had gotten a lot of criticism from Marcus and our team morale was on an all time low. But i feel like we turned it around this week and that we have something of worth that we can show at our alpha presentation.
One thing that I’ve been working on this week […]

Alpha week
This week has been a very hectic one, as we been getting closer and closer to the day that our alpha build has to be done. Last week we had gotten a lot of criticism from Marcus and our team morale was on an all time low. But i feel like we turned it around this week and that we have something of worth that we can show at our alpha presentation.
One thing that I’ve been working on this week […]
Implementing footstep sound effects
Last week I designed some footstep sound effects. One of the tasks I had this week was to implement them into the playable alpha version of our game. I started by cutting up the footstep sound file into 6 short files, each with a separate footstep. I wanted a system that plays sounds with a set interval that depends on the speed of the enemy, and I also wanted it to randomly select one of […]
Implementing footstep sound effects
Last week I designed some footstep sound effects. One of the tasks I had this week was to implement them into the playable alpha version of our game. I started by cutting up the footstep sound file into 6 short files, each with a separate footstep. I wanted a system that plays sounds with a set interval that depends on the speed of the enemy, and I also wanted it to randomly select one of […]

Blogpost no. 2: Power Ups / Uppgraderingar
Tjenare,
Ikväll tänkte jag ta inlägget på svenska istället. Lite variation skadar ju inte!
Så, under den här veckan har jag återigen arbetat med ett par olika artefakter. Men mitt ansvarsområde har varit power ups, eller tillfälliga uppgraderingar.
En power up är en funktion som finns i många spel där man genom att interagera med vissa saker får extra mycket kraft på något sätt. Man får ett tillfälligt övertag över sin motståndare.
Som krav i vår uppgift så skall man ha med power ups, […]

Blogpost no. 2: Power Ups / Uppgraderingar
Tjenare,
Ikväll tänkte jag ta inlägget på svenska istället. Lite variation skadar ju inte!
Så, under den här veckan har jag återigen arbetat med ett par olika artefakter. Men mitt ansvarsområde har varit power ups, eller tillfälliga uppgraderingar.
En power up är en funktion som finns i många spel där man genom att interagera med vissa saker får extra mycket kraft på något sätt. Man får ett tillfälligt övertag över sin motståndare.
Som krav i vår uppgift så skall man ha med power ups, […]

Last Signal – Player Power Ups.
So this week I have been working on implementing the power ups the player while be able to pick up from the world. This was an important feature we needed to have for our presentation of the alpha version of our game.
The Power ups works whit our Room system that then draws them into our world for the player to collect. The room system is described in better detail at (http://antonclasson.com/2015/02/19/last-signal-room-system/). But described in a few words it […]

Last Signal – Player Power Ups.
So this week I have been working on implementing the power ups the player while be able to pick up from the world. This was an important feature we needed to have for our presentation of the alpha version of our game.
The Power ups works whit our Room system that then draws them into our world for the player to collect. The room system is described in better detail at (http://antonclasson.com/2015/02/19/last-signal-room-system/). But described in a few words it […]

Game dev Collision and power ups !
Collision
Early in the week I started to work with the collision function which means the objects (vegetables) should disappear when you hit them. I worked with this function quite a lot, mainly by myself at home. I tested a lot of alternatives and searched for different solutions in literature, at websites etc. I learned a lot and increased my understanding and knowledge but unfortunately I didn´t managed to solve the function. I had a feeling I was very close to […]

Game dev Collision and power ups !
Collision
Early in the week I started to work with the collision function which means the objects (vegetables) should disappear when you hit them. I worked with this function quite a lot, mainly by myself at home. I tested a lot of alternatives and searched for different solutions in literature, at websites etc. I learned a lot and increased my understanding and knowledge but unfortunately I didn´t managed to solve the function. I had a feeling I was very close to […]

Powering Up: LightUp
This week I have been working on the first real power-up in out game. Since Ambient Pressure, our game that is, takes place mostly in a dark environment, one of the most valuable things is knowledge of your surroundings, and for this we have the LightUP power-up.
What this power-up does is quite simple: it reveals the entire screen for a moment. This means the player get a much greater visual range, and will be able to spot new paths, threats, […]

Powering Up: LightUp
This week I have been working on the first real power-up in out game. Since Ambient Pressure, our game that is, takes place mostly in a dark environment, one of the most valuable things is knowledge of your surroundings, and for this we have the LightUP power-up.
What this power-up does is quite simple: it reveals the entire screen for a moment. This means the player get a much greater visual range, and will be able to spot new paths, threats, […]

Fancy Mansion – Picking up items/Power-Ups
This week I’ve been working with items that the player should be able to pick up. The items currently implemented in the game are the candle that gives the player a wider vision radius, the armor and coins. The player can only hold one item at a time, except coins that are added to the score instead. When an item have been picked up it can be carried to a drop off zone. Upon dropping it on the drop off […]

Fancy Mansion – Picking up items/Power-Ups
This week I’ve been working with items that the player should be able to pick up. The items currently implemented in the game are the candle that gives the player a wider vision radius, the armor and coins. The player can only hold one item at a time, except coins that are added to the score instead. When an item have been picked up it can be carried to a drop off zone. Upon dropping it on the drop off […]

Last Signal – Room system
When coding for the Last Signal, I wanted to create an easier and faster way to create levels in the game rather than having to code each level individually. This would also allow our level designer to design the levels and test them without having to wait for us programmers generating the level and send the results back. This lead me to write what I call the Room System.
It reads in a .txt file that contains the relevant data for the […]

Last Signal – Room system
When coding for the Last Signal, I wanted to create an easier and faster way to create levels in the game rather than having to code each level individually. This would also allow our level designer to design the levels and test them without having to wait for us programmers generating the level and send the results back. This lead me to write what I call the Room System.
It reads in a .txt file that contains the relevant data for the […]

Making a stone projectile for Mole Munch
This last week before Alpha deadline for our game Mole Munch has been hectic. Our coding planning has not been the best, and this week we have been paying for that mistake. We still had a lot of things that needed to be implemented for the Alpha. Luckily, our game designer came to help us this last week so we could get the coding done faster. One of the things I coded this week was the projectile that our mole […]

Making a stone projectile for Mole Munch
This last week before Alpha deadline for our game Mole Munch has been hectic. Our coding planning has not been the best, and this week we have been paying for that mistake. We still had a lot of things that needed to be implemented for the Alpha. Luckily, our game designer came to help us this last week so we could get the coding done faster. One of the things I coded this week was the projectile that our mole […]
Game Development! Blogg post 2
Hi!
This is the second week of blog writing during our project for the game development course. This is the week we will present our Alpha up on stage, something I was chosen to do by our group.
But enough of that this blog is supposed to showcase something I have programmed this week. For my second post I will be focusing on the fog of war that I implemented this week with the help of Pontus Persson’s tutorial and a helping […]
Game Development! Blogg post 2
Hi!
This is the second week of blog writing during our project for the game development course. This is the week we will present our Alpha up on stage, something I was chosen to do by our group.
But enough of that this blog is supposed to showcase something I have programmed this week. For my second post I will be focusing on the fog of war that I implemented this week with the help of Pontus Persson’s tutorial and a helping […]

spelutveckling #2
Denna vecka har jag jobbat på att tillägga ljudeffekter i vårat spel, jag har hämtat mina ljudfiler från freesound.org och från ett ljudbibliotek som jag fick låna utav Finn. Vårat spel Magic Writer går ut på att skriva in ord som man ser bilder utav på skärmen och sedan kasta detta ord/föremål på monster. Spelet är till största del riktat mot barn därför att det skulle kunna vara ett verktyg för dem att lära sig stava bland annat. På grund […]

spelutveckling #2
Denna vecka har jag jobbat på att tillägga ljudeffekter i vårat spel, jag har hämtat mina ljudfiler från freesound.org och från ett ljudbibliotek som jag fick låna utav Finn. Vårat spel Magic Writer går ut på att skriva in ord som man ser bilder utav på skärmen och sedan kasta detta ord/föremål på monster. Spelet är till största del riktat mot barn därför att det skulle kunna vara ett verktyg för dem att lära sig stava bland annat. På grund […]