Browsing 'Programming': Posts from Game Design and Programming

Manager, Moreover

Since the critter will evolve through stages in life we would have to create some sort of evolution process. My thoughts around this was to have one game object that could change mesh, material and collider, depending upon which stage its currently in. I started this by giving the critter object (see previous blog post) access to all the different meshes and mesh-colliders within its own script. Then by referring to the age in the critter save it could change […]

/ Comments Off on Manager, Moreover
Program: Programming

Manager, Moreover

Since the critter will evolve through stages in life we would have to create some sort of evolution process. My thoughts around this was to have one game object that could change mesh, material and collider, depending upon which stage its currently in. I started this by giving the critter object (see previous blog post) access to all the different meshes and mesh-colliders within its own script. Then by referring to the age in the critter save it could change […]

/ Comments Off on Manager, Moreover
Program: Programming

The Beginning

In this, the first blog post, I will describe my work around the construction of what will become the ”Critter” in ”CritterFlux”. This critter is supposed to receive input in the form of touching it, feeding it, and other interactions. The plan the team had with the critter is to give people a reason to love it and the feeling of responsibility towards it. To accomplish this the different interactions would have to ”mean” something, and here is were I […]

/ Comments Off on The Beginning
Program: Programming

The Beginning

In this, the first blog post, I will describe my work around the construction of what will become the ”Critter” in ”CritterFlux”. This critter is supposed to receive input in the form of touching it, feeding it, and other interactions. The plan the team had with the critter is to give people a reason to love it and the feeling of responsibility towards it. To accomplish this the different interactions would have to ”mean” something, and here is were I […]

/ Comments Off on The Beginning
Program: Programming

Fast Gear – Week 6

This week I have been fixing some small hiccups that occur with the AI. For example when the frame drops I talked about in an earlier post appears and I have no idea why. Luckily this time it was relativelty simple to investigate and find the problem. In order to understand the problem you first have to understand the basics of the A* algorithm. A* searches among all the possible paths it can take to reach the destination and chooses the […]

/ Comments Off on Fast Gear – Week 6
Program: Programming

Fast Gear – Week 6

This week I have been fixing some small hiccups that occur with the AI. For example when the frame drops I talked about in an earlier post appears and I have no idea why. Luckily this time it was relativelty simple to investigate and find the problem. In order to understand the problem you first have to understand the basics of the A* algorithm. A* searches among all the possible paths it can take to reach the destination and chooses the […]

/ Comments Off on Fast Gear – Week 6
Program: Programming

Femte veckan av utvecklingen, The Summoning

började på mera UI denna veckan att få vägen att kunna byggas ut från existerande väg. Det kan byggas ut från ett existerande torn och vidare för att vägen och ska vara vände åt rätt håll så köra jag “lookat” ifrån första tornet till nästa. en uträkning som körs av unitys inbyggda system.
Fungerar ganska okej men inte helt, “förhansgransknings byggnaden fastnar kvar i den utsatta vägen.

Fixa också så att alla vägsegment känner av den som är näst intill för att […]

/ Comments Off on Femte veckan av utvecklingen, The Summoning
Program: Programming

Femte veckan av utvecklingen, The Summoning

började på mera UI denna veckan att få vägen att kunna byggas ut från existerande väg. Det kan byggas ut från ett existerande torn och vidare för att vägen och ska vara vände åt rätt håll så köra jag “lookat” ifrån första tornet till nästa. en uträkning som körs av unitys inbyggda system.
Fungerar ganska okej men inte helt, “förhansgransknings byggnaden fastnar kvar i den utsatta vägen.

Fixa också så att alla vägsegment känner av den som är näst intill för att […]

/ Comments Off on Femte veckan av utvecklingen, The Summoning
Program: Programming

[5SD037] Pathfinding

So during my last blog post I wrote about network, one important aspect in our vertical slice of the game. And in this post I will continue with another important system in the game. As the title implies it’s pathfinding.
 
So if you haven’t read the first post yet I encourage you to do it before this one. So as I wrote in the introduction you can play as demon in the game who has the ability to spawn minions from portal (who demon […]

/ Comments Off on [5SD037] Pathfinding
Program: Programming

[5SD037] Pathfinding

So during my last blog post I wrote about network, one important aspect in our vertical slice of the game. And in this post I will continue with another important system in the game. As the title implies it’s pathfinding.
 
So if you haven’t read the first post yet I encourage you to do it before this one. So as I wrote in the introduction you can play as demon in the game who has the ability to spawn minions from portal (who demon […]

/ Comments Off on [5SD037] Pathfinding
Program: Programming

Fast Gear – Week 5

As I mentioned in my previous post I have been working on the waypoints and the AI practically throughout the week. I have made some progress and the frame drops does not seem to be noticeable. The problem was that for 21ms the pathfinding for the units allocated 18MB memory but now I have reduced that to only 8.9MB which is a notable difference.
The problem seemed to be the threading which you can implement so you can have different calculations […]

/ Comments Off on Fast Gear – Week 5
Program: Programming

Fast Gear – Week 5

As I mentioned in my previous post I have been working on the waypoints and the AI practically throughout the week. I have made some progress and the frame drops does not seem to be noticeable. The problem was that for 21ms the pathfinding for the units allocated 18MB memory but now I have reduced that to only 8.9MB which is a notable difference.
The problem seemed to be the threading which you can implement so you can have different calculations […]

/ Comments Off on Fast Gear – Week 5
Program: Programming

Amenti – 3

Lately I have been working a lot on the Horus puzzle. I have playtested and tweeked the room and placement of the torches to make the puzzle a bit more interesting. And I also came up with an additional perspective puzzle which we will add to this room during the next week.
The first concept and version of this puzzle lacked interesting choices the player had to make in order to light the torches in the room. The former version was […]

/ Comments Off on Amenti – 3
Program: Programming

Amenti – 3

Lately I have been working a lot on the Horus puzzle. I have playtested and tweeked the room and placement of the torches to make the puzzle a bit more interesting. And I also came up with an additional perspective puzzle which we will add to this room during the next week.
The first concept and version of this puzzle lacked interesting choices the player had to make in order to light the torches in the room. The former version was […]

/ Comments Off on Amenti – 3
Program: Programming

Amenti BGP week 4

One week until the alfa deadline and the project is going forward. This week I did a lot of work on the server so that every team member had access to the project.  The problems that I encountered was mostly about connecting SVN to source control in Unreal Engine. I put down about 6 hours only on trying to make the server work. This because of the magical land of computers where a thing that works on one computer doesn’t […]

/ Comments Off on Amenti BGP week 4
Program: Programming

Amenti BGP week 4

One week until the alfa deadline and the project is going forward. This week I did a lot of work on the server so that every team member had access to the project.  The problems that I encountered was mostly about connecting SVN to source control in Unreal Engine. I put down about 6 hours only on trying to make the server work. This because of the magical land of computers where a thing that works on one computer doesn’t […]

/ Comments Off on Amenti BGP week 4
Program: Programming

BGP2017 – Character Controller

To handle the movement of tools and avatars in the game we need a Character Controller. Unity does have a standard component for Character controllers, which is cool. However it still only supports capsule colliders, Which is a problem as we have a stretcher and an axe which would not work with capsule colliders.
Now, there are two options: Either you go for a Rigid body controller or you go for a custom character controller with support for a Box collider.
As […]

/ Comments Off on BGP2017 – Character Controller
Program: Programming

BGP2017 – Character Controller

To handle the movement of tools and avatars in the game we need a Character Controller. Unity does have a standard component for Character controllers, which is cool. However it still only supports capsule colliders, Which is a problem as we have a stretcher and an axe which would not work with capsule colliders.
Now, there are two options: Either you go for a Rigid body controller or you go for a custom character controller with support for a Box collider.
As […]

/ Comments Off on BGP2017 – Character Controller
Program: Programming

BGP2017 – Amputation

For the vertical slice of the game the way you ”heal” the orcs is by amputating the hurt limbs of the orc using the axe and then attaching a prosthetic.
To implement this the mesh is split up into 14 separate objects which are all rigged to one rig. For each limb which can be amputated there is a child object in the rig hierarchy at the same level as the limb which can be amputated. This object has a limb […]

/ Comments Off on BGP2017 – Amputation
Program: Programming

BGP2017 – Amputation

For the vertical slice of the game the way you ”heal” the orcs is by amputating the hurt limbs of the orc using the axe and then attaching a prosthetic.
To implement this the mesh is split up into 14 separate objects which are all rigged to one rig. For each limb which can be amputated there is a child object in the rig hierarchy at the same level as the limb which can be amputated. This object has a limb […]

/ Comments Off on BGP2017 – Amputation
Program: Programming

Commands, attacking and blocking

I have this week, four or five weeks since the start of the course, among other things been making the players attacks and blocks. I also made the player attacks and blocks we had in the prototype. We had all of them sort of working in the prototype except the fire attack. We have now just hade Alpha and have pretty much everything at least almost implemented. The attacks and blocks are:

A horizontal slash in front of the player character. […]

/ Comments Off on Commands, attacking and blocking
Program: Programming

Commands, attacking and blocking

I have this week, four or five weeks since the start of the course, among other things been making the players attacks and blocks. I also made the player attacks and blocks we had in the prototype. We had all of them sort of working in the prototype except the fire attack. We have now just hade Alpha and have pretty much everything at least almost implemented. The attacks and blocks are:

A horizontal slash in front of the player character. […]

/ Comments Off on Commands, attacking and blocking
Program: Programming

Spawning and entities

One of the things I’ve made this week, week 3 or 4, is to have the data about characters and entities be loaded from files, and to able to be placed in the tilemap editor. It’s otherwise been mostly small fixes and et cetera. These are some of the things which wasn’t implemented in the prototype, except for the tilemap editor. The placing where the entities appear are called spawns, which they usually are called in games. The spawn data about what […]

/ Comments Off on Spawning and entities
Program: Programming

Spawning and entities

One of the things I’ve made this week, week 3 or 4, is to have the data about characters and entities be loaded from files, and to able to be placed in the tilemap editor. It’s otherwise been mostly small fixes and et cetera. These are some of the things which wasn’t implemented in the prototype, except for the tilemap editor. The placing where the entities appear are called spawns, which they usually are called in games. The spawn data about what […]

/ Comments Off on Spawning and entities
Program: Programming