Browsing 'Programming': Posts from Game Design and Programming
Continuing
Saving in Unity!!
Including enemies!
Continuing where the last post ended. The version then lacked most of all was enemies, they where not included when saving. As such it is not an functioning system, but that will be mended.
There are three different enemies in the game and they have different properties that one might want to save, though there are some parts that they share such as position. This would result in a class for each type so they are easily separated […]
Continuing
Saving in Unity!!
Including enemies!
Continuing where the last post ended. The version then lacked most of all was enemies, they where not included when saving. As such it is not an functioning system, but that will be mended.
There are three different enemies in the game and they have different properties that one might want to save, though there are some parts that they share such as position. This would result in a class for each type so they are easily separated […]
Onwards
Saving in Unity!!
This is going to be easy, no problems at all! Right?
Surely it could be easy
Since I mentioned it in the last post I just had to continue with creating an saving function, it seemed like a very intriguing task especially since I had never done such a thing in Unity before and not really in any other kind of engine (self-made ones included). So making this would be a great step in the process of creating games, if […]
Onwards
Saving in Unity!!
This is going to be easy, no problems at all! Right?
Surely it could be easy
Since I mentioned it in the last post I just had to continue with creating an saving function, it seemed like a very intriguing task especially since I had never done such a thing in Unity before and not really in any other kind of engine (self-made ones included). So making this would be a great step in the process of creating games, if […]
Week 6-8
Hello everyone!
This post will cover three weeks, and these in these three weeks we have finished the game for Gotland Game Conference (GGC), held a pitch for the jury and showcased our game at GGC. I also started on the final postmortem.
I will not go in great detail on the last week of production, but it was mostly adding a finishing touch on the level design, UI elements and the tutorial.
As we didn’t have that much time the tutorial was […]
Week 6-8
Hello everyone!
This post will cover three weeks, and these in these three weeks we have finished the game for Gotland Game Conference (GGC), held a pitch for the jury and showcased our game at GGC. I also started on the final postmortem.
I will not go in great detail on the last week of production, but it was mostly adding a finishing touch on the level design, UI elements and the tutorial.
As we didn’t have that much time the tutorial was […]
Big Game Project – Last Blog Post
The project is now over. There are plans to keep working on the game, but nothing is decided. I have learned a lot from making this game and I am proud of what we managed to accomplish in eight weeks. I worked a lot with audio which is something the education hasn’t covered at all and I think it turned out great considering the limited time I put into it. I also learned a lot more about Unity which seems […]
Big Game Project – Last Blog Post
The project is now over. There are plans to keep working on the game, but nothing is decided. I have learned a lot from making this game and I am proud of what we managed to accomplish in eight weeks. I worked a lot with audio which is something the education hasn’t covered at all and I think it turned out great considering the limited time I put into it. I also learned a lot more about Unity which seems […]
BGP Week 8 – UI Switching
The final real ‘feature’ added by me before we changed focus entirely to solving bugs and polishing details before Gotland Game Conference was a change in the UI. As the game features three characters that the player switches between, using the right and left trigger buttons on the controller.
For this reason, above the button images that were added last time, which were of the triggers, we wanted pictures to tell which slime you would shift to by pressing that button. […]
BGP Week 8 – UI Switching
The final real ‘feature’ added by me before we changed focus entirely to solving bugs and polishing details before Gotland Game Conference was a change in the UI. As the game features three characters that the player switches between, using the right and left trigger buttons on the controller.
For this reason, above the button images that were added last time, which were of the triggers, we wanted pictures to tell which slime you would shift to by pressing that button. […]
BGP Week 7 – UI basics
As Gotland Game Conference got closer, we realized we needed at least a simple UI, and as such I took on the work to put that in. While the work was not that overwhelming, I was new to working with the Canvas layer of Unity, and as such had to learn as I worked.
The first step was quite easy, add some images into the screen. This was simply implanted using the Raw Image template, which for someone inexperienced seemed the […]
BGP Week 7 – UI basics
As Gotland Game Conference got closer, we realized we needed at least a simple UI, and as such I took on the work to put that in. While the work was not that overwhelming, I was new to working with the Canvas layer of Unity, and as such had to learn as I worked.
The first step was quite easy, add some images into the screen. This was simply implanted using the Raw Image template, which for someone inexperienced seemed the […]
BGP Week 6 – Puff and Cutting it
For most of this week, I worked on another new platforming challenge, the puff shroom. The concept was quite simple: If the player stood close to it, after a set time limit it would explode and fire the player away from it. The design idea was for it to be used both to get the player away from locations or down from ledges if they were too slow, but also as a short-cut for those skilled enough to utilize the […]
BGP Week 6 – Puff and Cutting it
For most of this week, I worked on another new platforming challenge, the puff shroom. The concept was quite simple: If the player stood close to it, after a set time limit it would explode and fire the player away from it. The design idea was for it to be used both to get the player away from locations or down from ledges if they were too slow, but also as a short-cut for those skilled enough to utilize the […]
BGP Week 5 – Calibrating Rotations
While the rotating shroom was something I started on some weeks before, this was the week when the final issues were fixed up as the final version would work, and as such this seems like a good time to explain how it works.
While not massively complex, the curse of this platform that took time is that for rotation, Unity relies on quaternions, which is not exactly the easiest to understand. However, eventually I realized all that was needed was a relatively […]
BGP Week 5 – Calibrating Rotations
While the rotating shroom was something I started on some weeks before, this was the week when the final issues were fixed up as the final version would work, and as such this seems like a good time to explain how it works.
While not massively complex, the curse of this platform that took time is that for rotation, Unity relies on quaternions, which is not exactly the easiest to understand. However, eventually I realized all that was needed was a relatively […]
BGP Week 4 – Collectibles
While it did not take up much time, the most noticeable thing I worked with during the fourth week was our collectibles. Specifically, the scripts needed for them to be picked up and for the result to be recorded.
The first part was to create a script that would receive the information. This was made out of two integers representing small and large collectibles, and two functions that when called would increase the designated integer. So it the pickup for a […]
BGP Week 4 – Collectibles
While it did not take up much time, the most noticeable thing I worked with during the fourth week was our collectibles. Specifically, the scripts needed for them to be picked up and for the result to be recorded.
The first part was to create a script that would receive the information. This was made out of two integers representing small and large collectibles, and two functions that when called would increase the designated integer. So it the pickup for a […]
BGP Week 3 – Shrivel Shrooms
During the third week, I worked on the shrivel shroom, a relatively simple concept. The idea was for it to be a platform that would shrink whenever a player stepped on it, shriveling in to the center point.
This was relatively easy to make the basics for, simply setting up a a function that turned a bool true if a player collided with the platform, and false if they jumped off, and then have the shroom shrink by a variable amount […]
BGP Week 3 – Shrivel Shrooms
During the third week, I worked on the shrivel shroom, a relatively simple concept. The idea was for it to be a platform that would shrink whenever a player stepped on it, shriveling in to the center point.
This was relatively easy to make the basics for, simply setting up a a function that turned a bool true if a player collided with the platform, and false if they jumped off, and then have the shroom shrink by a variable amount […]
week 8 post ggc
Hello
Now GGC is over, it went well even though we did not win any awards. In hindsight i think we should have focused on making a fun game to play on the ggc floor rather than overscoping the game and falling short. Also should have created a better tutorial so we did not have to stand there and explain to everyone how to play our game.
Now off to write my report !
week 8 post ggc
Hello
Now GGC is over, it went well even though we did not win any awards. In hindsight i think we should have focused on making a fun game to play on the ggc floor rather than overscoping the game and falling short. Also should have created a better tutorial so we did not have to stand there and explain to everyone how to play our game.
Now off to write my report !
week 7 preperations before GGC
This week is the last production week before GGC and i’ve been working on the cloud. I ditched the idea of using particle effects for the cloud instead we used a mesh. This meant i had to modify the code to accommodate for that change. They also wanted the cloud to change color when hit by fire and water. I did this by change the emission value of the material when the cloud is hit by the fire or water. […]
week 7 preperations before GGC
This week is the last production week before GGC and i’ve been working on the cloud. I ditched the idea of using particle effects for the cloud instead we used a mesh. This meant i had to modify the code to accommodate for that change. They also wanted the cloud to change color when hit by fire and water. I did this by change the emission value of the material when the cloud is hit by the fire or water. […]