Browsing 'Programming': Posts from Game Design and Programming
Making a hunter
Without danger I think our game would fall flat. It’s not that fun flying aroud in the darkness without some tension. from the start we said that there should be at least three enemies in our game and we started off by makinig the hunters. I wanted everything in our game to feel alive and therefore i didn’t want the hunters just standing in one position.
Idle state
At the start of a new game, the player is not close enough to […]
Making a hunter
Without danger I think our game would fall flat. It’s not that fun flying aroud in the darkness without some tension. from the start we said that there should be at least three enemies in our game and we started off by makinig the hunters. I wanted everything in our game to feel alive and therefore i didn’t want the hunters just standing in one position.
Idle state
At the start of a new game, the player is not close enough to […]
Flow theory
In this post I will talk about flow and how I relate to flow theory when I thought about the design for our game. I will mainly talk about the three things, difficulty curve, the rules to flow and mental complexity. I will I will try to recap to my last blog post about subconscious design and how flow theory support to implement subconscious design in your game.
My impression of what people most take with the with the flow is […]
Flow theory
In this post I will talk about flow and how I relate to flow theory when I thought about the design for our game. I will mainly talk about the three things, difficulty curve, the rules to flow and mental complexity. I will I will try to recap to my last blog post about subconscious design and how flow theory support to implement subconscious design in your game.
My impression of what people most take with the with the flow is […]
The Effect of Crossfading Soundtrack
This has been a cool addition to the game!
The soundtrack changes depending on which realm the player currently is in. If the player is in the human realm, asian instruments and taiko drums plays. If the player is in the spirit realm, the soundtrack goes all electronic and choirs are heard singing.
By the time I had to implement this dynamic effect, the gameplay themes of the game were nearly done, but still usable as they were. In fact, these uploaded tracks aren’t […]
The Effect of Crossfading Soundtrack
This has been a cool addition to the game!
The soundtrack changes depending on which realm the player currently is in. If the player is in the human realm, asian instruments and taiko drums plays. If the player is in the spirit realm, the soundtrack goes all electronic and choirs are heard singing.
By the time I had to implement this dynamic effect, the gameplay themes of the game were nearly done, but still usable as they were. In fact, these uploaded tracks aren’t […]
5SD064 Animator Controller.
Animator Controller.
Hi i’m Kevin from team Fenrir. I’m one of the programmers in my group and also the lead sound person. This week I have been working with switching between animations on the player. I have been doing this because me and my team wanted to have animation for the player walking and since the artist of our group is done making the animation sprites I am now implementing them. Before this I had only been putting in animations for […]
5SD064 Animator Controller.
Animator Controller.
Hi i’m Kevin from team Fenrir. I’m one of the programmers in my group and also the lead sound person. This week I have been working with switching between animations on the player. I have been doing this because me and my team wanted to have animation for the player walking and since the artist of our group is done making the animation sprites I am now implementing them. Before this I had only been putting in animations for […]
Moth game: Extending the editor
Ineffective solutions
We’re getting dangerously close to reaching the beta milestone of our game, meaning all the features should be done. To show off all the amazing features we need a level. One of those amazing features is a spider that walks along a path and jumps at you if you get too close. One of the problems I set out to solve this week was the difficulty of actually defining the path a spider follows. Until now, the way we made the […]
Moth game: Extending the editor
Ineffective solutions
We’re getting dangerously close to reaching the beta milestone of our game, meaning all the features should be done. To show off all the amazing features we need a level. One of those amazing features is a spider that walks along a path and jumps at you if you get too close. One of the problems I set out to solve this week was the difficulty of actually defining the path a spider follows. Until now, the way we made the […]
Implementing animations
Fourth blog. I might even be excited if I had something interesting to write about. Unfortunately I don’t. I’ve been implementing the animations lately, and adding sound effects as well. But there really isn’t anything to say about the sound effects so I’m forced to recount my numerous failures in implementing animations, “sigh”….oh well, let’s get to it.
What?
An animation is essentially just a moving picture. In fact in 2D that’s all it is really. It’s how these pictures are manipulated […]
Implementing animations
Fourth blog. I might even be excited if I had something interesting to write about. Unfortunately I don’t. I’ve been implementing the animations lately, and adding sound effects as well. But there really isn’t anything to say about the sound effects so I’m forced to recount my numerous failures in implementing animations, “sigh”….oh well, let’s get to it.
What?
An animation is essentially just a moving picture. In fact in 2D that’s all it is really. It’s how these pictures are manipulated […]
Online Leaderboard!
BLOG POST #4
The winning condition of the game that I am working on in my group is to achieve the highest score, staying alive as long as possible. For this reason, a highscore system was necessary in order to keep track of the highest score of each person that played our game.
During the group meetings, we discussed to have a tutorial in the beginning of the game. As usual, we gamers know that playing a tutorial is a little bit boring and […]
Online Leaderboard!
BLOG POST #4
The winning condition of the game that I am working on in my group is to achieve the highest score, staying alive as long as possible. For this reason, a highscore system was necessary in order to keep track of the highest score of each person that played our game.
During the group meetings, we discussed to have a tutorial in the beginning of the game. As usual, we gamers know that playing a tutorial is a little bit boring and […]
Level Transition
Our game is in the final stages of being complete, so at the moment we are focusing on visual polish, fixing any bugs we can find and improving the art assets. As far as visual polish goes from a programming perspective, this week I was tasked with doing the level transition for the game. Currently it operates on a never endless mode where after all the waves have passed, the game restarts with more difficult enemies and will continue to […]
Level Transition
Our game is in the final stages of being complete, so at the moment we are focusing on visual polish, fixing any bugs we can find and improving the art assets. As far as visual polish goes from a programming perspective, this week I was tasked with doing the level transition for the game. Currently it operates on a never endless mode where after all the waves have passed, the game restarts with more difficult enemies and will continue to […]
Master grapher
Pop ups
In our game we use space to pick up objects. To teach the player the controls we decided to have small prompts pop up when the player approaches something grabbable. After the player has picked up the object once, the prompt will no longer appear.
The concept for the pop up window.
The red circle in the image is a trigger collider, which spawns the prompt window as a game object when triggered. But having the prompt just appear out of […]
Master grapher
Pop ups
In our game we use space to pick up objects. To teach the player the controls we decided to have small prompts pop up when the player approaches something grabbable. After the player has picked up the object once, the prompt will no longer appear.
The concept for the pop up window.
The red circle in the image is a trigger collider, which spawns the prompt window as a game object when triggered. But having the prompt just appear out of […]
Custom Editors – a begginer’s guide
I would like to preface this post by mentioning that this is kind of a “beginner’s guide” to using custom editors in Unity. I will try to go through what I know about them as thoroughly as possible to make sure that it’s as easy as possible to create one for yourself.
The example scripts used in this post are available on the pastebin links below.
myClass, example variables: myClass
The first version of the editor: myClassEditor
The second version of the […]
Custom Editors – a begginer’s guide
I would like to preface this post by mentioning that this is kind of a “beginner’s guide” to using custom editors in Unity. I will try to go through what I know about them as thoroughly as possible to make sure that it’s as easy as possible to create one for yourself.
The example scripts used in this post are available on the pastebin links below.
myClass, example variables: myClass
The first version of the editor: myClassEditor
The second version of the […]
Controlling audio mixers through code in Unity
If you create custom audio mixers in Unity, you gain more control over the sound in your game. Just remember to assign your “AudioSource” components to the correct mixer. I wrote a bit about AudioSources in a previous post.
Several child mixers can be routed through a parent mixer. For example, I have created separate mixers for Music and Sound Effects in our game.
The MusicMixer is the parent of several child mixers with different music tracks playing through them. This way […]
Controlling audio mixers through code in Unity
If you create custom audio mixers in Unity, you gain more control over the sound in your game. Just remember to assign your “AudioSource” components to the correct mixer. I wrote a bit about AudioSources in a previous post.
Several child mixers can be routed through a parent mixer. For example, I have created separate mixers for Music and Sound Effects in our game.
The MusicMixer is the parent of several child mixers with different music tracks playing through them. This way […]
My Fourth Game Design Blog Post –Handling The Scenes.
Today, I’m going to write about less programming bur more about meddling with the Unity itself. What I mean by that is that I will write how to manage scenes and buttons that load up scenes in Unity with the help of code.
Basically, managing scenes is simple but you can get somewhat lost if you don’t know what you are doing. When we create a scene and we save it as something we usually start doing something in it. A […]
My Fourth Game Design Blog Post –Handling The Scenes.
Today, I’m going to write about less programming bur more about meddling with the Unity itself. What I mean by that is that I will write how to manage scenes and buttons that load up scenes in Unity with the help of code.
Basically, managing scenes is simple but you can get somewhat lost if you don’t know what you are doing. When we create a scene and we save it as something we usually start doing something in it. A […]