Browsing 'Programming': Posts from Game Design and Programming
Player avatar interactivity
When I first began to implement the player avatar, it became apparent that it felt very lifeless. This wasn’t due to a lack of animations, but mainly because it sensed a lack of reaction whenever the player gave input, especially from the player’s free aim movement.
At this point I only had basic player X-Axis flipping in order to indicate that you are aiming at a different direction on the horizontal level. Originally I had this tied to whichever direction you […]
Player avatar interactivity
When I first began to implement the player avatar, it became apparent that it felt very lifeless. This wasn’t due to a lack of animations, but mainly because it sensed a lack of reaction whenever the player gave input, especially from the player’s free aim movement.
At this point I only had basic player X-Axis flipping in order to indicate that you are aiming at a different direction on the horizontal level. Originally I had this tied to whichever direction you […]
Shellfish – Group S – Map Boundaries (Coding)
Our team Shadhavar is making a game called Shellfish which is a 2D shoot’em up game, that takes place in a fishtank. One of the responsibilities i was tasked with, as part of the 2 man programming unit of our team, was to make a script of the levels map boundaries in Unity. Making the boundaries includes not letting the player nor the enemies to leave the level which is in 1 screen (meaning that the camera remains stationary and […]
Shellfish – Group S – Map Boundaries (Coding)
Our team Shadhavar is making a game called Shellfish which is a 2D shoot’em up game, that takes place in a fishtank. One of the responsibilities i was tasked with, as part of the 2 man programming unit of our team, was to make a script of the levels map boundaries in Unity. Making the boundaries includes not letting the player nor the enemies to leave the level which is in 1 screen (meaning that the camera remains stationary and […]
Powerup!
What:
An artifact I’ve worked on this week is a simple powerup that will act as a “key” in the game. The powerup itself is simple, once you pick it up the type of projectile you launch changes. The color of the projectile is the same as the powerup the player picked up.
A purple powerup *placeholder
These projectiles then serve the purpose for the player to unlock new areas of the game that were previously blocked by obstacles. These obstacles have some sort […]
Powerup!
What:
An artifact I’ve worked on this week is a simple powerup that will act as a “key” in the game. The powerup itself is simple, once you pick it up the type of projectile you launch changes. The color of the projectile is the same as the powerup the player picked up.
A purple powerup *placeholder
These projectiles then serve the purpose for the player to unlock new areas of the game that were previously blocked by obstacles. These obstacles have some sort […]
Reward contridictions
Combo System
For our shoot em up we have a combo mechanic. Right now if you kill an enemy they shoot out a “combo Object”. You as a player may try to shoot it and if you hit you get combo increase in combo Level. The combo Level makes you do more damage. If you miss the combo objected you combo level will resets. The thought process is that you going to kill an enemy to get stronger and kill enemies […]
Reward contridictions
Combo System
For our shoot em up we have a combo mechanic. Right now if you kill an enemy they shoot out a “combo Object”. You as a player may try to shoot it and if you hit you get combo increase in combo Level. The combo Level makes you do more damage. If you miss the combo objected you combo level will resets. The thought process is that you going to kill an enemy to get stronger and kill enemies […]
Today I achieved to create my AWESOME WAVE creator that is super DYNAMIC BROOAAA!
Today my Task was to create a dynamic Wave/round handler. The point of this handler is to be able to create effective and fast waves that works like levels in are games. MY idé to progress in this mater was to create a game object that could control and handle waves that carried spawn points as there Children’s.
The result was a Splendid success! now it is one of are core script that will boost are production to the next level. […]
Today I achieved to create my AWESOME WAVE creator that is super DYNAMIC BROOAAA!
Today my Task was to create a dynamic Wave/round handler. The point of this handler is to be able to create effective and fast waves that works like levels in are games. MY idé to progress in this mater was to create a game object that could control and handle waves that carried spawn points as there Children’s.
The result was a Splendid success! now it is one of are core script that will boost are production to the next level. […]
Intelligent fish
In our game you play as an exploration robot that look at fish, and later avoid getting bit by meaner fish.
Since you can’t kill any fish in the game, it’s important that they are interesting to interact with and swim around like actual fish. They are state machines, which makes it easy for us to reuse behaviors and organize logic. The fish use a bunch of trigger hitboxes to sense their surroundings.
An observant fish
When something enters the sight trigger, the […]
Intelligent fish
In our game you play as an exploration robot that look at fish, and later avoid getting bit by meaner fish.
Since you can’t kill any fish in the game, it’s important that they are interesting to interact with and swim around like actual fish. They are state machines, which makes it easy for us to reuse behaviors and organize logic. The fish use a bunch of trigger hitboxes to sense their surroundings.
An observant fish
When something enters the sight trigger, the […]
The first Blog
Hi! I’m Gabriel Ringmar, Lead coder of Team Nazgul and I’ll be discusing some issues I got when Implementing the movement for the main character in our game that is now in development, Burn Witch Burn.
“gilli animation”
In Burn witch burn you play as the main character Gilli a fire witch the flies on her broom. This was my first time […]
The first Blog
Hi! I’m Gabriel Ringmar, Lead coder of Team Nazgul and I’ll be discusing some issues I got when Implementing the movement for the main character in our game that is now in development, Burn Witch Burn.
“gilli animation”
In Burn witch burn you play as the main character Gilli a fire witch the flies on her broom. This was my first time […]
My First Game Design Blog Post
My group Shadhavar has chosen the Selfisch game as its project. My role is a lead programmer for this game and as a first blog post I will write about something quite simple but needed in almost any game out there which is movement.
There are many ways to make a character move, you can make it so the player moves by mouse buttons or just mouse movement, different keyboard keys and controllers. But let’s not talk about that. Let’s talk […]
My First Game Design Blog Post
My group Shadhavar has chosen the Selfisch game as its project. My role is a lead programmer for this game and as a first blog post I will write about something quite simple but needed in almost any game out there which is movement.
There are many ways to make a character move, you can make it so the player moves by mouse buttons or just mouse movement, different keyboard keys and controllers. But let’s not talk about that. Let’s talk […]
Blog 1 – Week 6
Figuring Out the Health and Death
Last week for the sprint plan I was tasked with making the enemy and player have health and when their health reached zero, they would die. It was simple enough making the enemies and player get destroyed from the scene after collision with a bullet, but having a decreasing health with each bullet that hits you was a little bit harder. I had to do a lot of research and simple planning on my own […]
Blog 1 – Week 6
Figuring Out the Health and Death
Last week for the sprint plan I was tasked with making the enemy and player have health and when their health reached zero, they would die. It was simple enough making the enemies and player get destroyed from the scene after collision with a bullet, but having a decreasing health with each bullet that hits you was a little bit harder. I had to do a lot of research and simple planning on my own […]
Moth game: The sonar
I’m currently working on the reveal/sonar mechanic of Team Kraken’s latest moth game project. The idea is that you are a moth, and your primary means of sensing the environment is by feeling vibrations echoing off of objects around you. The vibrations come from flapping your wings, and if you flap hard enough in a certain direction (by pressing space) it will trigger the sonar. The sonar is a cone of vision stretching out in front of you. Right now […]
Moth game: The sonar
I’m currently working on the reveal/sonar mechanic of Team Kraken’s latest moth game project. The idea is that you are a moth, and your primary means of sensing the environment is by feeling vibrations echoing off of objects around you. The vibrations come from flapping your wings, and if you flap hard enough in a certain direction (by pressing space) it will trigger the sonar. The sonar is a cone of vision stretching out in front of you. Right now […]
Making a game with code
Over the last two weeks my group and i have been working on a shoot’em up game, or shmup for short. The theme of the game is hunted to hunter, in which you play a witch who goes from being hunted by the villagers to hunting them. My role for this game is one of the programmers and that means i build the skeleton on which the artists build the skin. And as any other builder one needs tools to […]
Making a game with code
Over the last two weeks my group and i have been working on a shoot’em up game, or shmup for short. The theme of the game is hunted to hunter, in which you play a witch who goes from being hunted by the villagers to hunting them. My role for this game is one of the programmers and that means i build the skeleton on which the artists build the skin. And as any other builder one needs tools to […]