Browsing 'Programming': Posts from Game Design and Programming
Week 1 and 2 of Big Game Project: Production and Design
These two weeks saw the start of a project that is to span 8 weeks of development, where I will be taking the role of Producer along with part-time Designer and Programmer. The game being made is an isometric 3D-game, tactical and turn-based. Secret agendas are a main mechanic, where-in players will be given secret objectives to complete that include betraying other players and killing them before reaching the end game. In short, the Mechanics involve Moving and Attacking enemies and allies, […]
Week 1 and 2 of Big Game Project: Production and Design
These two weeks saw the start of a project that is to span 8 weeks of development, where I will be taking the role of Producer along with part-time Designer and Programmer. The game being made is an isometric 3D-game, tactical and turn-based. Secret agendas are a main mechanic, where-in players will be given secret objectives to complete that include betraying other players and killing them before reaching the end game. In short, the Mechanics involve Moving and Attacking enemies and allies, […]
A Rat Betwixt: Initiative
The turn order of all enemies and players are determined by their initiative. This is pretty much how things have been done in turn-based RPG’s since forever in some form. We could’ve determined a characters initiative with rolling a dice, add a base value and call it a day, but we thought that it wasn’t interesting enough. And we’d like to avoid pure dice rolls if possible.
At the start of the planning phase of each turn, the player is shown […]
A Rat Betwixt: Initiative
The turn order of all enemies and players are determined by their initiative. This is pretty much how things have been done in turn-based RPG’s since forever in some form. We could’ve determined a characters initiative with rolling a dice, add a base value and call it a day, but we thought that it wasn’t interesting enough. And we’d like to avoid pure dice rolls if possible.
At the start of the planning phase of each turn, the player is shown […]
A Rat Betwixt – Initiative
The turn order of all enemies and players are determined by their initiative. This is pretty much how things have been done in turn-based RPG’s since forever in some form. We could’ve determined a characters initiative with rolling a dice, add a base value and call it a day, but we thought that it wasn’t interesting enough. And we’d like to avoid pure dice rolls if possible.
At the start of the planning phase of each turn, the player is shown […]
A Rat Betwixt – Initiative
The turn order of all enemies and players are determined by their initiative. This is pretty much how things have been done in turn-based RPG’s since forever in some form. We could’ve determined a characters initiative with rolling a dice, add a base value and call it a day, but we thought that it wasn’t interesting enough. And we’d like to avoid pure dice rolls if possible.
At the start of the planning phase of each turn, the player is shown […]
A Rat Betwixt: Initiative
The turn order of all enemies and players are determined by their initiative. This is pretty much how things have been done in turn-based RPG’s since forever in some form. We could’ve determined a characters initiative with rolling a dice, add a base value and call it a day, but we thought that it wasn’t interesting enough. And we’d like to avoid pure dice rolls if possible.
At the start of the planning phase of each turn, the player is shown […]
A Rat Betwixt: Initiative
The turn order of all enemies and players are determined by their initiative. This is pretty much how things have been done in turn-based RPG’s since forever in some form. We could’ve determined a characters initiative with rolling a dice, add a base value and call it a day, but we thought that it wasn’t interesting enough. And we’d like to avoid pure dice rolls if possible.
At the start of the planning phase of each turn, the player is shown […]
BGP: Refracted Fate – Player Tracking
Hello everyone! Today I will be writing about player tracking and gathering level design feedback. So let’s move directly into the topic!
Gathering Player Movement / Player Tracking
When it comes to playtest, just tend to get a lot of great data, however, only relaying on the feedback from the play tester directly is not always a clever idea. So, what I decided to do was to build in a tracker system that would draw a map where the player moved. This […]
BGP: Refracted Fate – Player Tracking
Hello everyone! Today I will be writing about player tracking and gathering level design feedback. So let’s move directly into the topic!
Gathering Player Movement / Player Tracking
When it comes to playtest, just tend to get a lot of great data, however, only relaying on the feedback from the play tester directly is not always a clever idea. So, what I decided to do was to build in a tracker system that would draw a map where the player moved. This […]
Fjärde, veckan av utvecklingen, The Summoning
Var tvungen att fortsätta att arbeta på vägarana i början av veckan för det var fortfarande några fel som uppstod med “förhandsgranskning” mot vad som placerades ut då det ena är en utdragen och den andra är flera delar.
Och ändra på att de inte spawna under marken med ändringen av kartan.
Men det var något som saknades för vägen när man bygger ut den.
Det är när man känner att det blir bara fel och ta bort den, för att kanske bara […]
Fjärde, veckan av utvecklingen, The Summoning
Var tvungen att fortsätta att arbeta på vägarana i början av veckan för det var fortfarande några fel som uppstod med “förhandsgranskning” mot vad som placerades ut då det ena är en utdragen och den andra är flera delar.
Och ändra på att de inte spawna under marken med ändringen av kartan.
Men det var något som saknades för vägen när man bygger ut den.
Det är när man känner att det blir bara fel och ta bort den, för att kanske bara […]
Bug fixes and other sweets
This week have been a real blast. Last Friday we had the pre-alpha gametest and we got some feedback on the game. It were both which they told us through the survey and what we noticed when we watched them playing. Most of the was about speed and cameras, which most people felt it was okeyish (as it needed small fixes), but some others were about gameplay and stuff. People seemed like they didn’t know what they should do, objective and controls, as there was no […]
Bug fixes and other sweets
This week have been a real blast. Last Friday we had the pre-alpha gametest and we got some feedback on the game. It were both which they told us through the survey and what we noticed when we watched them playing. Most of the was about speed and cameras, which most people felt it was okeyish (as it needed small fixes), but some others were about gameplay and stuff. People seemed like they didn’t know what they should do, objective and controls, as there was no […]
Sound of Life – Sensors, Materials and Widgets
Hallo everyone! in this post I’m going to talk about the gameplay in Sound of Life and what we need to make it work. I’m also going to talk a bit about widgets in Unreal Engine 4 and how we are planing to use them.
Lets start by explaining our gameplay. You play as a rescue worker and your job is to place sensors to try to locate people that are trapped underground. So the First thing I had to was […]
Sound of Life – Sensors, Materials and Widgets
Hallo everyone! in this post I’m going to talk about the gameplay in Sound of Life and what we need to make it work. I’m also going to talk a bit about widgets in Unreal Engine 4 and how we are planing to use them.
Lets start by explaining our gameplay. You play as a rescue worker and your job is to place sensors to try to locate people that are trapped underground. So the First thing I had to was […]
[5SD037] “It’s all JavaScript to me” or “How to find grid positions within a cone”
After a few pretty hectic weeks we have finally reached a relatively quiet period in our project so I have some time to write some blog posts. This means that some posts will be written quite some time after the implementation of the feature they will be about. I already have some posts backed up so they will come out in a rather quick succession next week.
Since this is the first blog-post for the project I will begin by giving […]
[5SD037] “It’s all JavaScript to me” or “How to find grid positions within a cone”
After a few pretty hectic weeks we have finally reached a relatively quiet period in our project so I have some time to write some blog posts. This means that some posts will be written quite some time after the implementation of the feature they will be about. I already have some posts backed up so they will come out in a rather quick succession next week.
Since this is the first blog-post for the project I will begin by giving […]
Sound of Life – The beginning
Hallo everyone! My name is Emil Wahlund and I’m a member of the group !false and we are working on a concept called Sound of Life. In the game you plays as a rescue worker in an bombed city and your mission is to find people that has been buried under collapsed buildings. You do this by listening through sensors to try to pinpoint their location so that they can be rescued. I’m the lead designer in the group and also […]
Sound of Life – The beginning
Hallo everyone! My name is Emil Wahlund and I’m a member of the group !false and we are working on a concept called Sound of Life. In the game you plays as a rescue worker in an bombed city and your mission is to find people that has been buried under collapsed buildings. You do this by listening through sensors to try to pinpoint their location so that they can be rescued. I’m the lead designer in the group and also […]
[5SD037] Multiplayer
So in this blog post I will write about one of the most important systems in multiplayer game. The network solution.
In The Summoning we chose to use Photon PUN, can be found here, this because I have used Photon together with Unity before (only some experimental projects). Photon is a great framework for making simple multiplayer games in Unity. It doesn’t take much code and time to get a game project up and running. Which is exactly what […]
[5SD037] Multiplayer
So in this blog post I will write about one of the most important systems in multiplayer game. The network solution.
In The Summoning we chose to use Photon PUN, can be found here, this because I have used Photon together with Unity before (only some experimental projects). Photon is a great framework for making simple multiplayer games in Unity. It doesn’t take much code and time to get a game project up and running. Which is exactly what […]
A Rat Betwixt
This post is already 2 weeks late – so let’s get going right away.
It’s been over a year since the last series of posts and now I’m back to write about the project I’m curently working on: A Rat Betwixt. It’s a turn-based local (for now – probably online in the future) multiplayer co-op(tional?) strategy RPG, with some deception and hidden agendas mixed in.
The game is played on one large screen – such as a TV or a projector – […]
A Rat Betwixt
This post is already 2 weeks late – so let’s get going right away.
It’s been over a year since the last series of posts and now I’m back to write about the project I’m curently working on: A Rat Betwixt. It’s a turn-based local (for now – probably online in the future) multiplayer co-op(tional?) strategy RPG, with some deception and hidden agendas mixed in.
The game is played on one large screen – such as a TV or a projector – […]