Browsing 'Programming': Posts from Game Design and Programming

Implemented a shooting enemy

Image: 4 different directions for the enemy that would correspond to the angle of where it is looking in a pivoted angle.
What?
I got the assignment of creating an enemy for the game that would have a quite simple behavior of shooting the player.
This enemy would have a minimum range from where to shoot from, meaning that if it was too far away from the player, it would just walk towards the player until it was close enough and start shooting […]

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Program: Programming

Implemented a shooting enemy

Image: 4 different directions for the enemy that would correspond to the angle of where it is looking in a pivoted angle.
What?
I got the assignment of creating an enemy for the game that would have a quite simple behavior of shooting the player.
This enemy would have a minimum range from where to shoot from, meaning that if it was too far away from the player, it would just walk towards the player until it was close enough and start shooting […]

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Program: Programming

Game Design 2 – Movement Patterns

Movement patterns for enemies in our game.

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Program: Programming

Game Design 2 – Movement Patterns

Movement patterns for enemies in our game.

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Program: Programming

Enemy Spawn Manager for Endless Game

Blog Post #3
The most important core in our game is definitely the enemy spawn manager. This system is very important because determines the game pace, the length and how much fun can generate. A lot of time is required when it comes to balance the game and is very important to have a flexible source where is possible to change settings quickly and easily. So that’s why this week I have been working on a script, able to facilitate the game designer […]

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Program: Programming

Enemy Spawn Manager for Endless Game

Blog Post #3
The most important core in our game is definitely the enemy spawn manager. This system is very important because determines the game pace, the length and how much fun can generate. A lot of time is required when it comes to balance the game and is very important to have a flexible source where is possible to change settings quickly and easily. So that’s why this week I have been working on a script, able to facilitate the game designer […]

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Program: Programming

Using Audio in Unity

I am the Lead Sound in my game design group, so I have done research on how to use Unity’s audio system, both through the editor and through code. I found it a bit tricky at first, so I’m hoping that this post might clear some things up and help someone else understand.
For my fellow students: if you find this helpful, make sure to show it to your own group’s Lead Sound! And if your team has any sound issues, write to me and […]

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Program: Programming

Using Audio in Unity

I am the Lead Sound in my game design group, so I have done research on how to use Unity’s audio system, both through the editor and through code. I found it a bit tricky at first, so I’m hoping that this post might clear some things up and help someone else understand.
For my fellow students: if you find this helpful, make sure to show it to your own group’s Lead Sound! And if your team has any sound issues, write to me and […]

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Program: Programming

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 […]

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Program: Programming

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 […]

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Program: Programming

Subconscious design

Two systems
The concept of two system that handle how we work as human beings keeps popping up in different research. Lieberman in his book “human learning and memory”1 talks about different journals3 and research that brings up two systems of learning. That we automatically learn things in some situations and in other situations we seem to have more control over what and how we learn.
Other research on two systems is more oriented towards behavior science. David Kahneman is a noble […]

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Program: Programming

Subconscious design

Two systems
The concept of two system that handle how we work as human beings keeps popping up in different research. Lieberman in his book “human learning and memory”1 talks about different journals3 and research that brings up two systems of learning. That we automatically learn things in some situations and in other situations we seem to have more control over what and how we learn.
Other research on two systems is more oriented towards behavior science. David Kahneman is a noble […]

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Program: Programming

Making a Light Plant

This week I started work on a new enemy, and a new mechanic for the game. This enemy is a flower that will sit on a wall and shoot projectiles that provide light, but are also dangerous to the player. The projectiles will also be used later in different puzzles that will interact with them in different ways, opening pathways or providing more light.
The plants themselves will also interact in different ways with other projectiles and the player, but these […]

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Program: Programming

Making a Light Plant

This week I started work on a new enemy, and a new mechanic for the game. This enemy is a flower that will sit on a wall and shoot projectiles that provide light, but are also dangerous to the player. The projectiles will also be used later in different puzzles that will interact with them in different ways, opening pathways or providing more light.
The plants themselves will also interact in different ways with other projectiles and the player, but these […]

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Program: Programming

Power overwhelming

This week we did some major playtesting and got some feedback on the game. Apparently the floaty movement was the feature the majority of people who played our game had a problem with. Some people got understandably annoyed at not being able to shoot in any direction. After this feedback it was clear that we needed to make some changes to the game. We still wanted to keep the floaty movement, since it really captured the way we felt that […]

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Program: Programming

Power overwhelming

This week we did some major playtesting and got some feedback on the game. Apparently the floaty movement was the feature the majority of people who played our game had a problem with. Some people got understandably annoyed at not being able to shoot in any direction. After this feedback it was clear that we needed to make some changes to the game. We still wanted to keep the floaty movement, since it really captured the way we felt that […]

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Program: Programming

Teleportation

This week we worked a lot on polishing the things we already had implemented for our alpha presentation. That means I have not really worked a lot on a singular artefact but tweaked and improved upon things that we had done.
During the playtest session that we had earlier during the week we got some feedback on the teleportation. In the version that everyone tested the teleport had almost no cooldown and could be spammed to avoid all obstacles which removed […]

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Program: Programming

Teleportation

This week we worked a lot on polishing the things we already had implemented for our alpha presentation. That means I have not really worked a lot on a singular artefact but tweaked and improved upon things that we had done.
During the playtest session that we had earlier during the week we got some feedback on the teleportation. In the version that everyone tested the teleport had almost no cooldown and could be spammed to avoid all obstacles which removed […]

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Program: Programming

Death, not that harsh right?

Talking about death is never fun in real life, but is often brought up in games as a thing to make the player not wanting to lose.That will say you must create a losing condition to make it more exciting. For a game to have a losing condition you need to … – Läs hela inlägget här

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Program: Programming

Death, not that harsh right?

Talking about death is never fun in real life, but is often brought up in games as a thing to make the player not wanting to lose.That will say you must create a losing condition to make it more exciting. For a game to have a losing condition you need to … – Läs hela inlägget här

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Program: Programming

Bubble Gun!

BlogPost #2
What
This week I have been working on the bubble gun that is a very important asset in our game. This bubble gun is represented as a pick-up that is spawn when an enemy dies. It is able to shoot poisoned bubbles to damage the enemies and follow the rotation of the mouse around the screen. Furthermore, it can shoot with a “cone” pattern in order to give more visual reality.
I actually started working on this bubble gun a week before. The goal […]

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Program: Programming

Bubble Gun!

BlogPost #2
What
This week I have been working on the bubble gun that is a very important asset in our game. This bubble gun is represented as a pick-up that is spawn when an enemy dies. It is able to shoot poisoned bubbles to damage the enemies and follow the rotation of the mouse around the screen. Furthermore, it can shoot with a “cone” pattern in order to give more visual reality.
I actually started working on this bubble gun a week before. The goal […]

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Program: Programming