Browsing 'Programming': Posts from Game Design and Programming

Blog 5 – Week 10

Pause, Wait a Minute
Good evening, another week has passed and next week is the final version of our game. This week I worked on the pause menu along with some more sound implementation and cleaning up the main menu a bit. Though this post will focus on the pause menu and how I went about making it work. I approached this week knowing that I wanted to implement the pause menu which would display a “Restart” button, “Menu” button and […]

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Program: Programming

Blog 5 – Week 10

Pause, Wait a Minute
Good evening, another week has passed and next week is the final version of our game. This week I worked on the pause menu along with some more sound implementation and cleaning up the main menu a bit. Though this post will focus on the pause menu and how I went about making it work. I approached this week knowing that I wanted to implement the pause menu which would display a “Restart” button, “Menu” button and […]

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Program: Programming

The beggining of the end

This is my fifth blog post, the first one some days after the presentation of the beta. Since the game passed the beta state and is now moving towards the finish line, the implementation of new features is not possible, so I spend most of the time fixing bugs and balancing the game. In this blog I won’t talk about something specific but mostly of the before and after the beta.
After the beta playtest, we immediately started working, with the […]

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Program: Programming

The beggining of the end

This is my fifth blog post, the first one some days after the presentation of the beta. Since the game passed the beta state and is now moving towards the finish line, the implementation of new features is not possible, so I spend most of the time fixing bugs and balancing the game. In this blog I won’t talk about something specific but mostly of the before and after the beta.
After the beta playtest, we immediately started working, with the […]

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Program: Programming

Polishing the game.

After the previous week, where we had to finish all the important features for the beta, most stuff that is left is polishing what we already have implemented. So I guess the artefact I am writing about this week is polishing because there is not really a lot to say about one specific thing.
For starters, we had some fixing to do with the power-ups we had implemented last week. I added cooldown for the flamethrower and fire shield. For the […]

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Program: Programming

Polishing the game.

After the previous week, where we had to finish all the important features for the beta, most stuff that is left is polishing what we already have implemented. So I guess the artefact I am writing about this week is polishing because there is not really a lot to say about one specific thing.
For starters, we had some fixing to do with the power-ups we had implemented last week. I added cooldown for the flamethrower and fire shield. For the […]

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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, […]

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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, […]

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Program: Programming

Blog Post #5

Hello,
For my last blog post I’ll be talking about the Beta presentation we held a week ago.
The presentation itself went fairly well and we got some really good feedback from the teachers. For the Beta release of our game we focused a lot on instructional feedback for the players to guide them through the game. Players getting lost or not knowing what to do was a major problem for our game during both previous playtestings, so for the last couple […]

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Program: Programming

Blog Post #5

Hello,
For my last blog post I’ll be talking about the Beta presentation we held a week ago.
The presentation itself went fairly well and we got some really good feedback from the teachers. For the Beta release of our game we focused a lot on instructional feedback for the players to guide them through the game. Players getting lost or not knowing what to do was a major problem for our game during both previous playtestings, so for the last couple […]

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Program: Programming

The Fifth Blogpost

Hello and welcome to my fifth and also last blogpost. To be honest I have not done that much since last blog. It’s been mostly polishing and adding the few things that needed to be implemented before the beta.
Either way, today I will be talking about our mana that you can use to either teleport to the mouse position or you can press space to use your power up which increases your fire rate and your projectiles also has increased […]

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Program: Programming

The Fifth Blogpost

Hello and welcome to my fifth and also last blogpost. To be honest I have not done that much since last blog. It’s been mostly polishing and adding the few things that needed to be implemented before the beta.
Either way, today I will be talking about our mana that you can use to either teleport to the mouse position or you can press space to use your power up which increases your fire rate and your projectiles also has increased […]

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Program: Programming

Week 5 – The Spawning System

This week I’ll be writing about how I and my group went on how to create a spawning system for our enemies, power ups and anything we might need to add into our game.
I’ll also be writing on how I evolved the system from a something very rudimentary and basic to a more flexible system.
For our game we needed a spawning system that would have to be expandable and flexible.
As this was something I needed to create pretty early on […]

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Program: Programming

Week 5 – The Spawning System

This week I’ll be writing about how I and my group went on how to create a spawning system for our enemies, power ups and anything we might need to add into our game.
I’ll also be writing on how I evolved the system from a something very rudimentary and basic to a more flexible system.
For our game we needed a spawning system that would have to be expandable and flexible.
As this was something I needed to create pretty early on […]

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Program: Programming

Last blog post for this D-flector-1

Hello! I Am Christofer Mattsson the lead coder in team Leviathan. We are now under ten weeks working on a game called D-flector-1 (we have change the name from Draxl’s journey to D-flector-1).
Our game is now in the seventh week and our game is now in beta, and this will be my last blog post on this project.
Under this week we had the beta presentation, and this week I have only fixed allot of small things in our game. So […]

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Program: Programming

Last blog post for this D-flector-1

Hello! I Am Christofer Mattsson the lead coder in team Leviathan. We are now under ten weeks working on a game called D-flector-1 (we have change the name from Draxl’s journey to D-flector-1).
Our game is now in the seventh week and our game is now in beta, and this will be my last blog post on this project.
Under this week we had the beta presentation, and this week I have only fixed allot of small things in our game. So […]

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Program: Programming

My Fifth Game Design Blog Post – Creating Damage Feedback on Players Health.

In this post, I will write about my damage feedback on player’s health. One of my tasks this week was to create a damage feedback on the player’s health. I tried to make the health bar blink but it didn’t fully work out so instead I made it to change to red color for a second and go back to white again.

(Health bar normally.)

(Health bar after taking damage.)
Whenever the enemy deals damage to the player the health bar of the […]

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Program: Programming

My Fifth Game Design Blog Post – Creating Damage Feedback on Players Health.

In this post, I will write about my damage feedback on player’s health. One of my tasks this week was to create a damage feedback on the player’s health. I tried to make the health bar blink but it didn’t fully work out so instead I made it to change to red color for a second and go back to white again.

(Health bar normally.)

(Health bar after taking damage.)
Whenever the enemy deals damage to the player the health bar of the […]

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Program: Programming

I maed a baos.

This week I animated the boss for our game.
It’s a weak creature who hides behind its army of minions and its elemental shields.
It’s also very evil, as you can see from the way it’s rubbing its hands together.

During the boss fight the boss’ shield will switch between different elements. The player will have to survive against enemies until they get the right weapon for the right elemental shield. I have also been working on the sprites for these shields, but […]

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Program: Programming

I maed a baos.

This week I animated the boss for our game.
It’s a weak creature who hides behind its army of minions and its elemental shields.
It’s also very evil, as you can see from the way it’s rubbing its hands together.

During the boss fight the boss’ shield will switch between different elements. The player will have to survive against enemies until they get the right weapon for the right elemental shield. I have also been working on the sprites for these shields, but […]

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Program: Programming

Structuring code

Image: Showing the inspector for the boss behavior script, easily changeable values for different behaviors. (Note: the script isn’t 100% yet, but still needs checking what states we want it to use)
 
During the last week I’ve been kind of polishing and helping out where it was needed due to that our game is basically finished except for some smaller things here and there. This meant that I would be assisting our game designer in his work when he needed things fixed […]

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Program: Programming

Structuring code

Image: Showing the inspector for the boss behavior script, easily changeable values for different behaviors. (Note: the script isn’t 100% yet, but still needs checking what states we want it to use)
 
During the last week I’ve been kind of polishing and helping out where it was needed due to that our game is basically finished except for some smaller things here and there. This meant that I would be assisting our game designer in his work when he needed things fixed […]

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Program: Programming

Game Design 2 – The Sprint

Thoughts about our decision before the upcoming deadline.

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Program: Programming

Game Design 2 – The Sprint

Thoughts about our decision before the upcoming deadline.

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Program: Programming