Browsing 'Programming': Posts from Game Design and Programming

Implementing an enemy

What?
The first week of the project one of my main tasks was to create an enemy that would behave and travel in different movement-patterns. The enemy also had to be able to fire projectiles towards the player in order to create a challenge.
The functionality for the enemy is split over three different scripts, with each script giving the enemy certain properties.
For movement there are three different patterns that the enemy can travel in. The first of the three I created […]

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Program: Programming

Implementing an enemy

What?
The first week of the project one of my main tasks was to create an enemy that would behave and travel in different movement-patterns. The enemy also had to be able to fire projectiles towards the player in order to create a challenge.
The functionality for the enemy is split over three different scripts, with each script giving the enemy certain properties.
For movement there are three different patterns that the enemy can travel in. The first of the three I created […]

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Program: Programming

It’s a trap! – Week 1

My work today consisted in making a functioning trap for the moth. The trap represents a spider’s web, that can trap the moth until it is destroyed or the player gets “eaten” by a spider.
This is a visual representation of the web:

The octagone is a placeholder for the actual web, which will later be implemented in the project.
In order for the challenge to be more realistic, if the player does not see the web in time and gets caught in […]

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Program: Programming

It’s a trap! – Week 1

My work today consisted in making a functioning trap for the moth. The trap represents a spider’s web, that can trap the moth until it is destroyed or the player gets “eaten” by a spider.
This is a visual representation of the web:

The octagone is a placeholder for the actual web, which will later be implemented in the project.
In order for the challenge to be more realistic, if the player does not see the web in time and gets caught in […]

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Program: Programming

Proto-prototyping

I’m currently working on the 2d shoot ’em up game “Burn Witch, Burn!”, in a team of four members, using Unity. It’s a completely new experience for me which is both exciting and nerve-racking.
Beginning the project I felt that finding a way for us to be able to share our work was the number one priority. My first week was spent learning about repositories and trying to establish one for the group.
Meanwhile, the project had started taking shape through the […]

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Program: Programming

Proto-prototyping

I’m currently working on the 2d shoot ’em up game “Burn Witch, Burn!”, in a team of four members, using Unity. It’s a completely new experience for me which is both exciting and nerve-racking.
Beginning the project I felt that finding a way for us to be able to share our work was the number one priority. My first week was spent learning about repositories and trying to establish one for the group.
Meanwhile, the project had started taking shape through the […]

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Program: Programming

Top-Down attack pattern for a simple enemy

I want to write about the attack pattern/method that I implemented into our shooter. This was implemented during the second sprint week of production. The method is used by the simplest enemy we will have in the game, the farmer, who simply walks towards the player and then does a thrusting attack that deals damage to the player. This specific attack pattern won’t be used by the more complex enemy types we will add, but the method I learned for […]

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Program: Programming

Top-Down attack pattern for a simple enemy

I want to write about the attack pattern/method that I implemented into our shooter. This was implemented during the second sprint week of production. The method is used by the simplest enemy we will have in the game, the farmer, who simply walks towards the player and then does a thrusting attack that deals damage to the player. This specific attack pattern won’t be used by the more complex enemy types we will add, but the method I learned for […]

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Program: Programming

The First Blogpost



So today I will be talking about the powerup that we have implemented in our game because that is what I have had the most trouble with. When you press space, the witch that you are playing as will turn to blue instead of red and her fire rate will also increase by x2.
In the beginning I just made her switch animation state from her Idle to her powerup and then I also set her fire rate to […]

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Program: Programming

The First Blogpost



So today I will be talking about the powerup that we have implemented in our game because that is what I have had the most trouble with. When you press space, the witch that you are playing as will turn to blue instead of red and her fire rate will also increase by x2.
In the beginning I just made her switch animation state from her Idle to her powerup and then I also set her fire rate to […]

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Program: Programming

Node Based movement of Enemies

What?
I have been working on a system for node based movement for enemies. This makes it so that an enemies path is decided by putting out Game Objects in the scene called nodes. When an enemy has two or more nodes it will then move between the nodes in sequence at a set speed.

How?
The script first makes sure that enough nodes are in the array for movement to work, otherwise it logs an error. If there are 2 or more nodes […]

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Program: Programming

Node Based movement of Enemies

What?
I have been working on a system for node based movement for enemies. This makes it so that an enemies path is decided by putting out Game Objects in the scene called nodes. When an enemy has two or more nodes it will then move between the nodes in sequence at a set speed.

How?
The script first makes sure that enough nodes are in the array for movement to work, otherwise it logs an error. If there are 2 or more nodes […]

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Program: Programming

The First post, about the second enemy.

This first post will focus a lot on our games second enemy type. The reason for this is simple: It was my focus of work this week.
Using an internal finite state machine, it’s able to maintain a very simple behaviour pattern: Move, Shoot, Repeat.
The Pseudo code that the enemy uses is as follow:
When spawned go into the “Move” state, choose an area on the playfield and move to it. Once you’ve reached the destination, go into the “Attack” state. When […]

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Program: Programming

The First post, about the second enemy.

This first post will focus a lot on our games second enemy type. The reason for this is simple: It was my focus of work this week.
Using an internal finite state machine, it’s able to maintain a very simple behaviour pattern: Move, Shoot, Repeat.
The Pseudo code that the enemy uses is as follow:
When spawned go into the “Move” state, choose an area on the playfield and move to it. Once you’ve reached the destination, go into the “Attack” state. When […]

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Program: Programming

Power Up #1

Hi my name is Kevin Johansson and i am one of the programmers for the group Fenrir. Our group is making the game Bullet hack and this week i have been making the first power up. In our game you play as a object shooting other object in certain segments like a traditional shoot em up. So our first power up is increased fire rate for the player. The power ups are picked up in another segment of the game […]

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Program: Programming

Power Up #1

Hi my name is Kevin Johansson and i am one of the programmers for the group Fenrir. Our group is making the game Bullet hack and this week i have been making the first power up. In our game you play as a object shooting other object in certain segments like a traditional shoot em up. So our first power up is increased fire rate for the player. The power ups are picked up in another segment of the game […]

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Program: Programming

Lighting System

One of the most core elements of our game is the lighting, as such, this post is about how we managed to implement it, and the part I’ve done in getting it working. This is how the lighting system currently works, although we plan to refine it a bit more later on.
The concept “Echo” requires a dark map where the player navigates around and finds stuff. To implement this in any way, a lighting system is necessary. We decided to […]

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Program: Programming

Lighting System

One of the most core elements of our game is the lighting, as such, this post is about how we managed to implement it, and the part I’ve done in getting it working. This is how the lighting system currently works, although we plan to refine it a bit more later on.
The concept “Echo” requires a dark map where the player navigates around and finds stuff. To implement this in any way, a lighting system is necessary. We decided to […]

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Program: Programming

Movement and rotation

The game that my group picked to work on is Burn, Witch, Burn! In this specific game you are riding on a floating broomstick and as such the movement of the player character is supposed to feel floaty and have some kind of air friction and acceleration. I also wanted the direction the character is facing correspond to the direction of the velocity vector.
At first we tried to code the movement completely without using the built-in physics of rigidbodies […]

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Program: Programming

Movement and rotation

The game that my group picked to work on is Burn, Witch, Burn! In this specific game you are riding on a floating broomstick and as such the movement of the player character is supposed to feel floaty and have some kind of air friction and acceleration. I also wanted the direction the character is facing correspond to the direction of the velocity vector.
At first we tried to code the movement completely without using the built-in physics of rigidbodies […]

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Program: Programming

5SD06 First post. Talking about the camera issues.

I’m Tobias Holm and I’m the lead programmer in the group “Fenrir”.In this post i will discuss the problems I had with the camera system in our game.
Our game concept is “Bullet_Hack”. The main theme of the game is a split screen system where you play a pseudo stealth game on one screen and a space shooter, while you hack doors and other things, on the other.
This sounded fairly simple to create when we first started on the game, but […]

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Program: Programming

5SD06 First post. Talking about the camera issues.

I’m Tobias Holm and I’m the lead programmer in the group “Fenrir”.In this post i will discuss the problems I had with the camera system in our game.
Our game concept is “Bullet_Hack”. The main theme of the game is a split screen system where you play a pseudo stealth game on one screen and a space shooter, while you hack doors and other things, on the other.
This sounded fairly simple to create when we first started on the game, but […]

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Program: Programming

Week 1 – The first sprint

What
For the first sprint for our game I was tasked to create our basic player avatar. We needed them to be able to move, shoot and aim for the main function of the game. We wanted to have a testable game as soon as possible, so this was a priority. For this I needed to make:

Some basic player movement capabilities.
Basic player collisions between themselves, enemies and game boundaries.
Basic projectiles with collision.
The player being able to shoot these projectiles.
The player being […]

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Program: Programming

Week 1 – The first sprint

What
For the first sprint for our game I was tasked to create our basic player avatar. We needed them to be able to move, shoot and aim for the main function of the game. We wanted to have a testable game as soon as possible, so this was a priority. For this I needed to make:

Some basic player movement capabilities.
Basic player collisions between themselves, enemies and game boundaries.
Basic projectiles with collision.
The player being able to shoot these projectiles.
The player being […]

/ Comments Off on Week 1 – The first sprint
Program: Programming