Browsing 'Programming': Posts from Game Design and Programming

More enemies

As we move into production the focus turns to producing a bunch of fish. This week I implemented the behavior for these baddies:
Cute couple. (The head on the top is the male).
A sleep deprived moray eel. Finalized art.
Anglerfish
We wanted the anglerfish to feel creepy. When she notices the player (or another fish) she will stalk them by keeping herself within a set distance.
The concept for the stalking behavior.
She doesn’t actively try to attack the player, just stays in close proximity. […]

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Program: Programming

More enemies

As we move into production the focus turns to producing a bunch of fish. This week I implemented the behavior for these baddies:
Cute couple. (The head on the top is the male).
A sleep deprived moray eel. Finalized art.
Anglerfish
We wanted the anglerfish to feel creepy. When she notices the player (or another fish) she will stalk them by keeping herself within a set distance.
The concept for the stalking behavior.
She doesn’t actively try to attack the player, just stays in close proximity. […]

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Program: Programming

Spawning enemies every once in a while

This weeks asset is a script used to spawn enemies in different waves. This script was written in order to allow a continuous stream of enemies to reach the player, whilst also allowing for different combinations of challenges throughout the game.
The way the script is currently set up allows the user to create a set amount of waves, with each wave containing their own variables.
The variables that each wave hold are as follow:

What enemies that should be allowed to spawn […]

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Program: Programming

Spawning enemies every once in a while

This weeks asset is a script used to spawn enemies in different waves. This script was written in order to allow a continuous stream of enemies to reach the player, whilst also allowing for different combinations of challenges throughout the game.
The way the script is currently set up allows the user to create a set amount of waves, with each wave containing their own variables.
The variables that each wave hold are as follow:

What enemies that should be allowed to spawn […]

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Program: Programming

Week 3 – Second Enemy

For this week I’ll be talking about how I did the second enemy and how I got it to work like I wanted despite some initial problems.
The Functioning Enemy.
 
For our game we needed more enemies and I thought about an enemy that would constantly chase the player until it would kill us or get shot by us. To do this I had to read up on different functions that would be able to do it.
Since I knew that the […]

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Program: Programming

Week 3 – Second Enemy

For this week I’ll be talking about how I did the second enemy and how I got it to work like I wanted despite some initial problems.
The Functioning Enemy.
 
For our game we needed more enemies and I thought about an enemy that would constantly chase the player until it would kill us or get shot by us. To do this I had to read up on different functions that would be able to do it.
Since I knew that the […]

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Program: Programming

A tank for the job of a bike (AKA what not to do when coding)

This post is about a spawn algorithm for the light berries in the game. But, in this post, I will be focusing on the things I did wrong, things that should NOT be done. I will mention why I did it, why I shouldn’t have, and what I could have done.
What happened with this algorithm is similar to this: to do the job of a bike, I tried to build a tank. And to build a tank, I started by […]

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Program: Programming

A tank for the job of a bike (AKA what not to do when coding)

This post is about a spawn algorithm for the light berries in the game. But, in this post, I will be focusing on the things I did wrong, things that should NOT be done. I will mention why I did it, why I shouldn’t have, and what I could have done.
What happened with this algorithm is similar to this: to do the job of a bike, I tried to build a tank. And to build a tank, I started by […]

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Program: Programming

Wave spawing

Hello! I Am Christofer Mattsson the lead coder in team Leviathan. We are now under ten weeks working on a game called Draxl’s journey.
We are now in the end of the fifth week of production and the our game is now in a alpha stage but soon in a beta stage.
This week:
This week I have mostly worked on a single script and that being a wave spawning script. The biggest thing we don’t have in our game yet is […]

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Program: Programming

Wave spawing

Hello! I Am Christofer Mattsson the lead coder in team Leviathan. We are now under ten weeks working on a game called Draxl’s journey.
We are now in the end of the fifth week of production and the our game is now in a alpha stage but soon in a beta stage.
This week:
This week I have mostly worked on a single script and that being a wave spawning script. The biggest thing we don’t have in our game yet is […]

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Program: Programming

Improving the light conditions (Light Plant, part 2)

As I talked about in my latest post, the Light plant is one of the Enemies/Puzzle mechanics in our game. It’s projectiles provide light, but are also dangerous to the player on touch, so they have to be avoided.
This week, I’ve added two new behaviours to the plant, “angry” and “activation”. These two are the main mechanics that this plant will have to create interesting puzzles.
The angry behaviour
When the player hits the plant with a projectile, the plant will mark […]

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Program: Programming

Improving the light conditions (Light Plant, part 2)

As I talked about in my latest post, the Light plant is one of the Enemies/Puzzle mechanics in our game. It’s projectiles provide light, but are also dangerous to the player on touch, so they have to be avoided.
This week, I’ve added two new behaviours to the plant, “angry” and “activation”. These two are the main mechanics that this plant will have to create interesting puzzles.
The angry behaviour
When the player hits the plant with a projectile, the plant will mark […]

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Program: Programming

Troubles with flamethrowers :S

Hello blog people! This week I have been working on a flamethrower spell/power-up for our game. It is one of 4 power-ups the player will get to choose at a point in the game to customize the witch to their style of gameplay. The other power-ups we have planned at this point are: Fire shield, Empowered teleport and Empowered shooting. Hopefully we will also have variations for each of these that you can pick to make the game more interesting […]

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Program: Programming

Troubles with flamethrowers :S

Hello blog people! This week I have been working on a flamethrower spell/power-up for our game. It is one of 4 power-ups the player will get to choose at a point in the game to customize the witch to their style of gameplay. The other power-ups we have planned at this point are: Fire shield, Empowered teleport and Empowered shooting. Hopefully we will also have variations for each of these that you can pick to make the game more interesting […]

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Program: Programming

My Third Game Design Blog Post – Flipping the objects.

Hello again, on this Thursday I will write about different ways to flip characters in the engine as well as flipping of other non-character objects. Flipping that I am talking about right now is making the sprite(picture) of the chosen game object rotate itself to face other direction. Like on those two pictures below.

(The Player is facing right, not flipped.)

(The Player is facing left, flipped.)
Flipping itself can be done on any sprite in the Unity engine, in our game we […]

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Program: Programming

My Third Game Design Blog Post – Flipping the objects.

Hello again, on this Thursday I will write about different ways to flip characters in the engine as well as flipping of other non-character objects. Flipping that I am talking about right now is making the sprite(picture) of the chosen game object rotate itself to face other direction. Like on those two pictures below.

(The Player is facing right, not flipped.)

(The Player is facing left, flipped.)
Flipping itself can be done on any sprite in the Unity engine, in our game we […]

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Program: Programming

Mean Worm Enemy

 
This week I’ve worked on implementing a new enemy type to our game. The original idea was that it would look like a worm, but it ended up looking like a mean snake of some sort with very sharp teeth.
 
It was already planned early on that we would have more types of enemies in order to bring more variation to the gameplay while exploring. And this one, in particular, was to add a bit of a surprise element to our game.
The design […]

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Program: Programming

Mean Worm Enemy

 
This week I’ve worked on implementing a new enemy type to our game. The original idea was that it would look like a worm, but it ended up looking like a mean snake of some sort with very sharp teeth.
 
It was already planned early on that we would have more types of enemies in order to bring more variation to the gameplay while exploring. And this one, in particular, was to add a bit of a surprise element to our game.
The design […]

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Program: Programming

HUD

This artifact was done during the previous week of production, but I want to write a bit about it. The task I did was implementinting a HUD in our game. What I have implemented so far is a health indicator, in a traditional style with hearts representing health, and an indicator for the teleport charge/cooldown and whether the power-up is active. Below we can see the two HUD elements in action.

As we can see the hearts get dimmed when the […]

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Program: Programming

HUD

This artifact was done during the previous week of production, but I want to write a bit about it. The task I did was implementinting a HUD in our game. What I have implemented so far is a health indicator, in a traditional style with hearts representing health, and an indicator for the teleport charge/cooldown and whether the power-up is active. Below we can see the two HUD elements in action.

As we can see the hearts get dimmed when the […]

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Program: Programming

Rhythm, Beat, Attack.

” Give yourself to the rhythm” – Lucio, Overwatch.
Yes, this week will be all about rhythm, beat, and… attacking?
Why indeed, this week we’ll focus, again, on the enemy object, its attack and the importance of math in videogame making. It’s important to note that unlike previous weeks this week was quite packed with scheduled courses. Specially math from 9-16 (9AM – 4PM) which took quite a bit of worktime as well as mental capacity. And thus, the process was slowed […]

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Program: Programming

Rhythm, Beat, Attack.

” Give yourself to the rhythm” – Lucio, Overwatch.
Yes, this week will be all about rhythm, beat, and… attacking?
Why indeed, this week we’ll focus, again, on the enemy object, its attack and the importance of math in videogame making. It’s important to note that unlike previous weeks this week was quite packed with scheduled courses. Specially math from 9-16 (9AM – 4PM) which took quite a bit of worktime as well as mental capacity. And thus, the process was slowed […]

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Program: Programming

Options menu and the troubles following it.

In my last blogpost I talked, briefly, about how i was making the main menu. Since then i’ve put my focus on doing an options menu with proper settings like, resolutions and volume control.In the beginning i checked out tutorials for how to make option menus and how to implement different options for the entire game and not just one scene.

I started in a simple manner with implementing the fullscreen wich was suprisingly simple. […]

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Program: Programming

Options menu and the troubles following it.

In my last blogpost I talked, briefly, about how i was making the main menu. Since then i’ve put my focus on doing an options menu with proper settings like, resolutions and volume control.In the beginning i checked out tutorials for how to make option menus and how to implement different options for the entire game and not just one scene.

I started in a simple manner with implementing the fullscreen wich was suprisingly simple. […]

/ Comments Off on Options menu and the troubles following it.
Program: Programming