Browsing 'Programming': Posts from Game Design and Programming

Power up selection.

This week we have been trying to implement the final features we want in the game before the beta. I’ve primarily worked on the power ups and the power up selection system. As I mentioned in the previous blog post, we want the player to be able to pick up magical scrolls on the first level where you must flee. We have changed it bit as we might not be able to do different variations on the spells as we […]

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Program: Programming

Power up selection.

This week we have been trying to implement the final features we want in the game before the beta. I’ve primarily worked on the power ups and the power up selection system. As I mentioned in the previous blog post, we want the player to be able to pick up magical scrolls on the first level where you must flee. We have changed it bit as we might not be able to do different variations on the spells as we […]

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Program: Programming

The Fourth Blogpost

Hello. Today I’m a little out of ideas since we’re not really implementing anything new anymore and only polishing the things we have so I will be talking about something that a lot of people mentioned during the playtesting session this monday, the boundaries around the path. You were able to move around the map however you wanted which was really broken because you are being chased by an angry mob which you could run around and come behind. The […]

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Program: Programming

The Fourth Blogpost

Hello. Today I’m a little out of ideas since we’re not really implementing anything new anymore and only polishing the things we have so I will be talking about something that a lot of people mentioned during the playtesting session this monday, the boundaries around the path. You were able to move around the map however you wanted which was really broken because you are being chased by an angry mob which you could run around and come behind. The […]

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Program: Programming

Blog Post #4

HeyGuys (Twitch reference for anyone wondering),
For this week I’m going to write about one of the things I mentioned during the Alpha presentation that my team decided to work some more on, since we weren’t satisfied with the previous outcome. We were not happy with the map/level layout for the Alpha deadline. It was clear after the first playtesting that this issue brought up a lot of confusion and annoyance for our playtesters and we realized this was a critical […]

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Program: Programming

Blog Post #4

HeyGuys (Twitch reference for anyone wondering),
For this week I’m going to write about one of the things I mentioned during the Alpha presentation that my team decided to work some more on, since we weren’t satisfied with the previous outcome. We were not happy with the map/level layout for the Alpha deadline. It was clear after the first playtesting that this issue brought up a lot of confusion and annoyance for our playtesters and we realized this was a critical […]

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Program: Programming

Wave Announcement (Coding) – Week 4

This week, i am going to write about one of the latest additions to our game Selfish, which is the wave announcement.
One of the things written in our feedback, was that the enemy waves were spawning quite fast and without warning. With that in mind, we decided to make a wave announcement UI, that would pop into the screen right before the enemy wave appeared. While that was seemingfully simple, it turned out to become quite a headache. One of […]

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Program: Programming

Wave Announcement (Coding) – Week 4

This week, i am going to write about one of the latest additions to our game Selfish, which is the wave announcement.
One of the things written in our feedback, was that the enemy waves were spawning quite fast and without warning. With that in mind, we decided to make a wave announcement UI, that would pop into the screen right before the enemy wave appeared. While that was seemingfully simple, it turned out to become quite a headache. One of […]

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Program: Programming

Blog 4 – Week 9

The Importance of Sound: Do you hear that?
This week I was tasked with making the sound for the game and coding the scripts that made it work. Though first trying to learn and figure out how to implement sound effects was a bit difficult but once I figured it out I could apply the knowledge to all the other instances of sound effects that we wanted in our game. The first thing I worked on when trying to figure things out […]

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Program: Programming

Blog 4 – Week 9

The Importance of Sound: Do you hear that?
This week I was tasked with making the sound for the game and coding the scripts that made it work. Though first trying to learn and figure out how to implement sound effects was a bit difficult but once I figured it out I could apply the knowledge to all the other instances of sound effects that we wanted in our game. The first thing I worked on when trying to figure things out […]

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Program: Programming

Getting more organized

This week we’ve restructured almost the entirety of our project, and cleaned up a lot of code and assets that were not needed/badly organized.
After a while, assets start piling up, creating redundancy. This can lead to wasted time (while searching for the right assets from perhaps five similarly named yet different assets) and space (obviously). While it takes time to do the cleanup, it eventually gets to the point where it is more efficient to do the cleanup than to […]

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Program: Programming

Getting more organized

This week we’ve restructured almost the entirety of our project, and cleaned up a lot of code and assets that were not needed/badly organized.
After a while, assets start piling up, creating redundancy. This can lead to wasted time (while searching for the right assets from perhaps five similarly named yet different assets) and space (obviously). While it takes time to do the cleanup, it eventually gets to the point where it is more efficient to do the cleanup than to […]

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Program: Programming

Visually representing health.

Picture of the game with the health represented through bottles at the top left the screen.
There are many ways to represent health in games. What we decided upon was representing health visually through bottles. As of this moment we have 5 bottles that constitute 100 hit points of the player character. So each bottles is essentially 1/5 of the player characters health. So if the player has 100 hitpoints and each hit removes 10 each bottle has to indicate that […]

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Program: Programming

Visually representing health.

Picture of the game with the health represented through bottles at the top left the screen.
There are many ways to represent health in games. What we decided upon was representing health visually through bottles. As of this moment we have 5 bottles that constitute 100 hit points of the player character. So each bottles is essentially 1/5 of the player characters health. So if the player has 100 hitpoints and each hit removes 10 each bottle has to indicate that […]

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Program: Programming

Where am I?

Hi, this is my fourth blog post, in which I’ll be mostly talking about fixes that we are working on, provided by the beta playtesters feedback. I’ll focus mainly on the teleport, a game mechanic in our game that allows the player to move to a certain position.
At first, the teleport that we had in our game was very simple, the player pressed the right mouse button and main character gillis would instantly move to that position. Since the camera […]

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Program: Programming

Where am I?

Hi, this is my fourth blog post, in which I’ll be mostly talking about fixes that we are working on, provided by the beta playtesters feedback. I’ll focus mainly on the teleport, a game mechanic in our game that allows the player to move to a certain position.
At first, the teleport that we had in our game was very simple, the player pressed the right mouse button and main character gillis would instantly move to that position. Since the camera […]

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Program: Programming

The curious case of teleportation.

this week I worked on how the player would be transported through the room.at first we just wanted to delete the door so the player could walk freely between the rooms. This showed itself to be quite bothersome.
To explain how our game works. We’re designing a game called “Bullet_hack” wich is about a spy trying to infiltrate a compan to get information about them. You play as the spy and try to hack doors to get to the main server.You […]

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Program: Programming

The curious case of teleportation.

this week I worked on how the player would be transported through the room.at first we just wanted to delete the door so the player could walk freely between the rooms. This showed itself to be quite bothersome.
To explain how our game works. We’re designing a game called “Bullet_hack” wich is about a spy trying to infiltrate a compan to get information about them. You play as the spy and try to hack doors to get to the main server.You […]

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Program: Programming

Week 4 – The Third Enemy

The Enemy with placeholder sprites
This week I have been working with our third enemy and some small refinements on a few things like making the camera work in parallax and getting knockback on the powerup for the player.
For the third enemy we wanted a much more harder enemy that could shoot and be able to take a few hits from the player’s base weapon.
So the enemy would be big and slow moving as well be able to shoot projectiles in […]

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Program: Programming

Week 4 – The Third Enemy

The Enemy with placeholder sprites
This week I have been working with our third enemy and some small refinements on a few things like making the camera work in parallax and getting knockback on the powerup for the player.
For the third enemy we wanted a much more harder enemy that could shoot and be able to take a few hits from the player’s base weapon.
So the enemy would be big and slow moving as well be able to shoot projectiles in […]

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Program: Programming

Wibbly Wobbly, Timey Wimey

Yes, in the blog-post for this week we will learn all about the manipulation of time, and the evi- I mean great and different ways one can use this knowledge in your game.
Anyway, in all seriousness. Yes, this week has been all about time manipulation. The reason? We’re less than a week away from the Beta hand-in and our game still doesn’t have a working menu, pause menu or tutorial (oops).
Thus I, a simple programmer, took it upon myself to […]

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Program: Programming

Wibbly Wobbly, Timey Wimey

Yes, in the blog-post for this week we will learn all about the manipulation of time, and the evi- I mean great and different ways one can use this knowledge in your game.
Anyway, in all seriousness. Yes, this week has been all about time manipulation. The reason? We’re less than a week away from the Beta hand-in and our game still doesn’t have a working menu, pause menu or tutorial (oops).
Thus I, a simple programmer, took it upon myself to […]

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Program: Programming

Blog Post #4

What have I done?

Since last blog post, my team have been focusing entirely on getting the game ready for the beta presentation next Monday. This is what I’ve done to fulfill my part:

Finished Boss Mechanics
A third enemy with its own unique behavior
Power-Up

How and why did I do the things mentioned in the list above?
Finished Boss Mechanics
The boss and the third enemy was definitely the toughest things to code this week. AI needs to be very polished for the player to feel both fairly […]

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Program: Programming

Blog Post #4

What have I done?

Since last blog post, my team have been focusing entirely on getting the game ready for the beta presentation next Monday. This is what I’ve done to fulfill my part:

Finished Boss Mechanics
A third enemy with its own unique behavior
Power-Up

How and why did I do the things mentioned in the list above?
Finished Boss Mechanics
The boss and the third enemy was definitely the toughest things to code this week. AI needs to be very polished for the player to feel both fairly […]

/ Comments Off on Blog Post #4
Program: Programming