Browsing 'Programming': Posts from Game Design and Programming
The Second Blogpost – Nazul
Hello and welcome to my second blogpost and today I will be talking about the camera movement which I have been struggling with quite a bit.
So how it works now is that the camera is set to have the same position as the player but in case I use the teleport it does not pop to the player immediately but instead it moves smoothly to not confuse the player of where he lands.
In the beginning I just made the main […]
The Second Blogpost – Nazul
Hello and welcome to my second blogpost and today I will be talking about the camera movement which I have been struggling with quite a bit.
So how it works now is that the camera is set to have the same position as the player but in case I use the teleport it does not pop to the player immediately but instead it moves smoothly to not confuse the player of where he lands.
In the beginning I just made the main […]
Planning fallacy
This post I will dedicate to the meeting where we discuss what we were going to focus on for the rest of the project. I will go through Daniel Kahneman concept of Planning Fallacy. Because of the knowledge of the Planning Fallacy we end up of not implementing anything new to the game even though we come far with the game we have. Instead we want to focus on the communicating and refining the component we have in our game […]
Planning fallacy
This post I will dedicate to the meeting where we discuss what we were going to focus on for the rest of the project. I will go through Daniel Kahneman concept of Planning Fallacy. Because of the knowledge of the Planning Fallacy we end up of not implementing anything new to the game even though we come far with the game we have. Instead we want to focus on the communicating and refining the component we have in our game […]
The Main Menu
Hidey-ho folks! I’m back again for the second week of the blog assignment.This week I chose to talk about the Main Menu. It’s actually something I did quite early in the project, but I was using placeholders until this week. The graphics are still not final but at the very least they represent our game much better.
What?
The Main Menu is the intro screen to the game, the first thing you see essentially. Here you can check the controls of the […]
The Main Menu
Hidey-ho folks! I’m back again for the second week of the blog assignment.This week I chose to talk about the Main Menu. It’s actually something I did quite early in the project, but I was using placeholders until this week. The graphics are still not final but at the very least they represent our game much better.
What?
The Main Menu is the intro screen to the game, the first thing you see essentially. Here you can check the controls of the […]
Visual feedback
Visual feedback
Hi i’m Kevin! I’m the second programmer and the lead sound designer of the group Fenrir. Our group is making the game “Bullet Hack”. This week our group has been getting ready for the alpha presentation but the actual game was meeting the requirements already at the start of the week, so the only thing we needed for the presentation was the powerpoint and a title screen. so while the project manager and graphic artist started working on that […]
Visual feedback
Visual feedback
Hi i’m Kevin! I’m the second programmer and the lead sound designer of the group Fenrir. Our group is making the game “Bullet Hack”. This week our group has been getting ready for the alpha presentation but the actual game was meeting the requirements already at the start of the week, so the only thing we needed for the presentation was the powerpoint and a title screen. so while the project manager and graphic artist started working on that […]
Simple main menu and plans for the future.
This week have been fairly slow on the programming front. Since we’re close to the alpha deadline everything we’ve done is all the basic stuff that we need for the alpha to be able to focus on refinement and level design for the beta.
All I’ve done this week is creating a basic main menu and GUI. This only posed a problem due to my own inexperience with unity (a very common problem that makes repeate apperances during the entire developement […]
Simple main menu and plans for the future.
This week have been fairly slow on the programming front. Since we’re close to the alpha deadline everything we’ve done is all the basic stuff that we need for the alpha to be able to focus on refinement and level design for the beta.
All I’ve done this week is creating a basic main menu and GUI. This only posed a problem due to my own inexperience with unity (a very common problem that makes repeate apperances during the entire developement […]
“5sd06” Everything is falling together #2
Blog Post #2
My last blog post was a bit messy, so I’ll make sure to structure it better this time.
Summarization of what I’ve done:
These are the following things that I’ve since the last blog post.
Learned about and implemented particle systems
Added a main menu
Added a pause menu
Added a death menu
Restructured the folder hierarchy with my project manager.
Re-scripted the perspective camera.
Re-scripted all Game Objects & added configurable properties for them in the inspector.
Those are the major features that I have added then there’s […]
“5sd06” Everything is falling together #2
Blog Post #2
My last blog post was a bit messy, so I’ll make sure to structure it better this time.
Summarization of what I’ve done:
These are the following things that I’ve since the last blog post.
Learned about and implemented particle systems
Added a main menu
Added a pause menu
Added a death menu
Restructured the folder hierarchy with my project manager.
Re-scripted the perspective camera.
Re-scripted all Game Objects & added configurable properties for them in the inspector.
Those are the major features that I have added then there’s […]
Targeting Algorithm for Hunter Enemy
One of the more important pieces of code I did this week is the hunter’s targeting (aggro) algorithm. The hunter is the first enemy we made (and the only one so far), and what it did earlier was chase the player character if it gets too close. But we wanted to expand on this and make it chase other targets too, based on a priority system.
Our other programmer, Sebastian was the one who initially coded the hunter movement and I […]
Targeting Algorithm for Hunter Enemy
One of the more important pieces of code I did this week is the hunter’s targeting (aggro) algorithm. The hunter is the first enemy we made (and the only one so far), and what it did earlier was chase the player character if it gets too close. But we wanted to expand on this and make it chase other targets too, based on a priority system.
Our other programmer, Sebastian was the one who initially coded the hunter movement and I […]
Refelction Opon 3D Consept Art
As our teams third programmer, hawing previews experience whit Unity my job is to implement what the other programmers code and our artists art. This means i have to work whit both the code and art and sens we have 3 programmers and one artist, i try to help the artist as much as i can. I can however only help when it comes to designing decisions and to give input sins i can’t draw.
I got the task to do concept art […]
Refelction Opon 3D Consept Art
As our teams third programmer, hawing previews experience whit Unity my job is to implement what the other programmers code and our artists art. This means i have to work whit both the code and art and sens we have 3 programmers and one artist, i try to help the artist as much as i can. I can however only help when it comes to designing decisions and to give input sins i can’t draw.
I got the task to do concept art […]
Making a child’s behaviour
We are currently making a game about a moth trying to rescue her children during a dark night, therfore the the children are a very important part of the game. The main objective is to find them in and bring them to safety. One of our main goals is to create a bond between the player and the children. The player should feel protective of the children and loss upon losing a child. To create those feelings I will attempt […]
Making a child’s behaviour
We are currently making a game about a moth trying to rescue her children during a dark night, therfore the the children are a very important part of the game. The main objective is to find them in and bring them to safety. One of our main goals is to create a bond between the player and the children. The player should feel protective of the children and loss upon losing a child. To create those feelings I will attempt […]
First things First
Enemies. Having any kind of element of challenge is important in mostly any kind of games, especially ours, since we are supposed to make a space-shooter-ish game depending on the certain theme that the Concept Document we chose was built upon. While … – Läs hela inlägget här
First things First
Enemies. Having any kind of element of challenge is important in mostly any kind of games, especially ours, since we are supposed to make a space-shooter-ish game depending on the certain theme that the Concept Document we chose was built upon. While … – Läs hela inlägget här
Blog Post #1
What & Why:
I am going to cover the general feel and the aesthetics of the current version of our game. After reading the concept document for Echo we were very interested in how the mechanics worked together with the aesthetics. We thought it would be very interesting to combine the dark feel of the game and the use of sound or light as guidance for the player.
We wanted to keep the narrative of a moth that lost its children in an […]
Blog Post #1
What & Why:
I am going to cover the general feel and the aesthetics of the current version of our game. After reading the concept document for Echo we were very interested in how the mechanics worked together with the aesthetics. We thought it would be very interesting to combine the dark feel of the game and the use of sound or light as guidance for the player.
We wanted to keep the narrative of a moth that lost its children in an […]
Implementing Realm Switching
The Human Realm, although there are no humans here yet.
What?
The core mechanic of Spirits of The Shogun is that the player can switch between realms to defeat one type of otherwise invincible enemies at a time.
There are two different realms and each realm have two distinct types of enemies. The Human Realm have human enemies and The Spirit Realm have demon enemies.
The player is present in only one of the realms but has the ability to switch to the other. The […]
Implementing Realm Switching
The Human Realm, although there are no humans here yet.
What?
The core mechanic of Spirits of The Shogun is that the player can switch between realms to defeat one type of otherwise invincible enemies at a time.
There are two different realms and each realm have two distinct types of enemies. The Human Realm have human enemies and The Spirit Realm have demon enemies.
The player is present in only one of the realms but has the ability to switch to the other. The […]