Browsing 'Programming': Posts from Game Design and Programming
Moth game: Animator controller as a state machine
Introduction
In my previous posts about this project I’ve been discussing specific features that had been implemented in a short time window prior to the post. The features have then been declared done, only requiring minor tweaks and fixes after the fact. This post is going to be slightly different, discussing a system used to implement several features related to the player. Because the player feature set has been expanded on over several weeks, and is in some areas still being […]
Moth game: Animator controller as a state machine
Introduction
In my previous posts about this project I’ve been discussing specific features that had been implemented in a short time window prior to the post. The features have then been declared done, only requiring minor tweaks and fixes after the fact. This post is going to be slightly different, discussing a system used to implement several features related to the player. Because the player feature set has been expanded on over several weeks, and is in some areas still being […]
The matter of life
Hi, this is my third blog post, in which I’ll be talking about in-game feedback, more specifically, the collision feedback when the player gets hit by an entity that harms the player.
One of the reasons that made me work on this for the beta was all the feedback from everyone that play-tested the game during the alpha playtesting. The playtesters pointed out that there was no way to tell if they were getting hit by something, the health decreased but […]
The matter of life
Hi, this is my third blog post, in which I’ll be talking about in-game feedback, more specifically, the collision feedback when the player gets hit by an entity that harms the player.
One of the reasons that made me work on this for the beta was all the feedback from everyone that play-tested the game during the alpha playtesting. The playtesters pointed out that there was no way to tell if they were getting hit by something, the health decreased but […]
Tweaking sounds – Week 3
As usual, I will start with a photo that shows some new/improved aspects of the game.
Things have changed a lot since the last week. Now, the sonar has a mesh effect (Cheers Jacob) and the moth gets to a horizontal position, when the player shoots the sonar. This mesh effect is really important due to fact that, now, the sonar does not reveal everything when shot. Enemies, death traps or other things could be hidden behind the walls, who knows?
However, this […]
Tweaking sounds – Week 3
As usual, I will start with a photo that shows some new/improved aspects of the game.
Things have changed a lot since the last week. Now, the sonar has a mesh effect (Cheers Jacob) and the moth gets to a horizontal position, when the player shoots the sonar. This mesh effect is really important due to fact that, now, the sonar does not reveal everything when shot. Enemies, death traps or other things could be hidden behind the walls, who knows?
However, this […]
The Complete Flow of Spirits of The Shogun
Hey guys!
A lot has been done this week. After a couple of weekly design meetings we concluded how the game flow of Spirits of The Shogun works like, and it was up to me to program the game to have the decided flow.
In Spirits of The Shogun, you begin progressing through the endless level by walking to the right. You can’t walk back from where you came from. It’s like the level progression in older Mario games.
When you have reached a […]
The Complete Flow of Spirits of The Shogun
Hey guys!
A lot has been done this week. After a couple of weekly design meetings we concluded how the game flow of Spirits of The Shogun works like, and it was up to me to program the game to have the decided flow.
In Spirits of The Shogun, you begin progressing through the endless level by walking to the right. You can’t walk back from where you came from. It’s like the level progression in older Mario games.
When you have reached a […]
Enemies’ Effect
The previous weeks’ posts were about the teleport mechanic in “Burn Witch, Burn!”. This week I’d like to go through the dynamics associated with it.
The game’s world space is quite limited for a bullet hell. Combined with the floaty controls, from hovering over the ground on a broom, the player is very susceptible to taking damage. The teleport provides the player with a means to escape otherwise difficult predicaments.
In the early stages of prototyping, the enemies were only programmed to […]
Enemies’ Effect
The previous weeks’ posts were about the teleport mechanic in “Burn Witch, Burn!”. This week I’d like to go through the dynamics associated with it.
The game’s world space is quite limited for a bullet hell. Combined with the floaty controls, from hovering over the ground on a broom, the player is very susceptible to taking damage. The teleport provides the player with a means to escape otherwise difficult predicaments.
In the early stages of prototyping, the enemies were only programmed to […]
Blog Post #3
What have I done?
This week has been a bit less productive than the previous ones. I’ve been pretty busy with complementing my old incomplete courses so have put more effort on that.
Summarization of what I’ve done this week:
Enemy/player hit feedback
Started on boss mechanics
Player UI
How and why did I do that? (Described in the same order as in the list above)
We got some feedback from the alpha presentation regarding the feedback of things getting hit since apparently (and obviously) the bullets just […]
Blog Post #3
What have I done?
This week has been a bit less productive than the previous ones. I’ve been pretty busy with complementing my old incomplete courses so have put more effort on that.
Summarization of what I’ve done this week:
Enemy/player hit feedback
Started on boss mechanics
Player UI
How and why did I do that? (Described in the same order as in the list above)
We got some feedback from the alpha presentation regarding the feedback of things getting hit since apparently (and obviously) the bullets just […]
UI Wave Counter and Pause Menu (Coding) – Week 3
One of the things on my plate for a while now, was the UI for displaying the number of waves in our game. While i had been trying to make it into a separate script (and getting other necessary variables from other scripts) i would always find a few errors that i could not get passed. Those errors would usually be that i could not make an integer become a string variable. While this is probably something that i need […]
UI Wave Counter and Pause Menu (Coding) – Week 3
One of the things on my plate for a while now, was the UI for displaying the number of waves in our game. While i had been trying to make it into a separate script (and getting other necessary variables from other scripts) i would always find a few errors that i could not get passed. Those errors would usually be that i could not make an integer become a string variable. While this is probably something that i need […]
Upgrading Player Shooting
Two pictures showing different bullet patterns being employed by the player.
This week I’ve been doing a lot. Yet nothing really seems to stand out so I’ll talk about something that might be quite simple but could still be interesting. We have figured out a way to implement the parade now. It will be tied to upgrading the players shooting. So for every x number of enemies that get added to the parade, the players shooting pattern will change. We do […]
Upgrading Player Shooting
Two pictures showing different bullet patterns being employed by the player.
This week I’ve been doing a lot. Yet nothing really seems to stand out so I’ll talk about something that might be quite simple but could still be interesting. We have figured out a way to implement the parade now. It will be tied to upgrading the players shooting. So for every x number of enemies that get added to the parade, the players shooting pattern will change. We do […]
5SD064 Small changes mainly power ups
Hi i’m Kevin. I’m the second programmer and lead sound of the group Fenrir. Where making the game “Bullet Hack” and this week i have been making mostly small changes. We are trying to make a GUI right now so I have been making a health slider and also a slider showing the cooldown of the player bullets. I have also been working on the power ups since we wanted to have three of them and they are all implemented […]
5SD064 Small changes mainly power ups
Hi i’m Kevin. I’m the second programmer and lead sound of the group Fenrir. Where making the game “Bullet Hack” and this week i have been making mostly small changes. We are trying to make a GUI right now so I have been making a health slider and also a slider showing the cooldown of the player bullets. I have also been working on the power ups since we wanted to have three of them and they are all implemented […]
The Third Blogpost – Nazul
Hello and welcome to my third blogpost. Today I will be talking about something that we have been experimenting with quite a bit, the movement. The reason why we have not really been satisfied with the movement is because we want the animation to look good. The thing with the animations is that when you move to the right, the witch’s hair tosses to the left if that makes sense, I will post a picture of this later. The thing […]
The Third Blogpost – Nazul
Hello and welcome to my third blogpost. Today I will be talking about something that we have been experimenting with quite a bit, the movement. The reason why we have not really been satisfied with the movement is because we want the animation to look good. The thing with the animations is that when you move to the right, the witch’s hair tosses to the left if that makes sense, I will post a picture of this later. The thing […]
The making of our Weapon Manager and how important object oriented programming is
When I first wrote my weapon manager I did not think about the importance of programming in a object oriented mindset. This lead to a limited script that made it hard to implement new weapons with different stats and behavior. This was something I later needed to rewrite and in this blog post I will talk about how I perceived this encounter.
At the start, the weapon manager contained the stats for a general weapon for example fire-rate, spread and recoil. […]
The making of our Weapon Manager and how important object oriented programming is
When I first wrote my weapon manager I did not think about the importance of programming in a object oriented mindset. This lead to a limited script that made it hard to implement new weapons with different stats and behavior. This was something I later needed to rewrite and in this blog post I will talk about how I perceived this encounter.
At the start, the weapon manager contained the stats for a general weapon for example fire-rate, spread and recoil. […]
Finalizing the weapons
Continuing off of last week’s post, I’m going to talk about the various changes and additions I’ve made to the weapon system and how I’ve just about finalized it.
ANIMATION
This week my artists sketched up the final weapon that was implemented into the game and also added animations for all the guns. Adding them to the weapons themselves was fairly easy. I coded in the base weapon that whenever the player fires a shot, it would trigger an animation event on […]
Finalizing the weapons
Continuing off of last week’s post, I’m going to talk about the various changes and additions I’ve made to the weapon system and how I’ve just about finalized it.
ANIMATION
This week my artists sketched up the final weapon that was implemented into the game and also added animations for all the guns. Adding them to the weapons themselves was fairly easy. I coded in the base weapon that whenever the player fires a shot, it would trigger an animation event on […]