Browsing 'Programming': Posts from Game Design and Programming

#8 Big Game Project | Final polish

Hello again, there is not much to write about because the final week consisted of polishing what was already there and removing alot of bugs.

I did some changes to the UI so that our spell icons where visible at all times.
I fixed a bug where our magnet worked inside the editor but not in a standalone build.
I made it so that our day and night manager also changed the ambient light on top of switching color on our directional lights.
I […]

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Program: Programming

#8 Big Game Project | Final polish

Hello again, there is not much to write about because the final week consisted of polishing what was already there and removing alot of bugs.

I did some changes to the UI so that our spell icons where visible at all times.
I fixed a bug where our magnet worked inside the editor but not in a standalone build.
I made it so that our day and night manager also changed the ambient light on top of switching color on our directional lights.
I […]

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Program: Programming

Pre GGC!

Pre GGC
This week has been the last week of production for the team and also the last week before the Swedish Game Awards turning deadline, which was yesterday Friday, and before Gotland Game Conference which is today Saturday. Depending on how the game is received at GGC we might continue to work on it in the future, which is exciting.
Yesterday was an interesting and stressful day. The hours just disappeared. The SGA turn in went well, no problems with submitting […]

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Program: Programming

Pre GGC!

Pre GGC
This week has been the last week of production for the team and also the last week before the Swedish Game Awards turning deadline, which was yesterday Friday, and before Gotland Game Conference which is today Saturday. Depending on how the game is received at GGC we might continue to work on it in the future, which is exciting.
Yesterday was an interesting and stressful day. The hours just disappeared. The SGA turn in went well, no problems with submitting […]

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Program: Programming

Two days before GGC – Where are we at right now?

So we’ve been working on this new game for a bit more than a week now. A lot of things have changed in the game since we started working on it. We’ve managed to add a checkpoint system, a few different monsters with different mechanics, a smooth fighting system with two different attack styles, healthpickups, animations and a lot more! For the most part, I’ve been doing things like our different systems and not so much work on the balancing […]

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Program: Programming

Two days before GGC – Where are we at right now?

So we’ve been working on this new game for a bit more than a week now. A lot of things have changed in the game since we started working on it. We’ve managed to add a checkpoint system, a few different monsters with different mechanics, a smooth fighting system with two different attack styles, healthpickups, animations and a lot more! For the most part, I’ve been doing things like our different systems and not so much work on the balancing […]

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Program: Programming

Big Game Project – Last Week

We’re on the last week of production but I think the game is in an okay state to showcase. I am implementing more sound effects and fixing bugs. Today I’ve fixed the building mode in which the player could place a new building anywhere, not considering other colliders. The actual bug was not that colliders weren’t checked, that was more a quick fix left from earlier to make sure that buildings could be built despite other problems with the collision […]

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Program: Programming

Big Game Project – Last Week

We’re on the last week of production but I think the game is in an okay state to showcase. I am implementing more sound effects and fixing bugs. Today I’ve fixed the building mode in which the player could place a new building anywhere, not considering other colliders. The actual bug was not that colliders weren’t checked, that was more a quick fix left from earlier to make sure that buildings could be built despite other problems with the collision […]

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Program: Programming

Beta beatdown!

I’m up to date for once! Today was our Beta presentation. Almost all of our content is in the game and teachers and alumni played the game. Their verdict, not perfect but they enjoyed the experience and they had discussions about events which is good and encourage replay-ability. Now there are some things to take care of before GGC, most of it is polishing the experience. This weekend it is time to show the public to have a piece of […]

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Program: Programming

Beta beatdown!

I’m up to date for once! Today was our Beta presentation. Almost all of our content is in the game and teachers and alumni played the game. Their verdict, not perfect but they enjoyed the experience and they had discussions about events which is good and encourage replay-ability. Now there are some things to take care of before GGC, most of it is polishing the experience. This weekend it is time to show the public to have a piece of […]

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Program: Programming

Content implementation overload!

This week (last week..(I’m really bad at this)) it was all about implementing the content and less about features. However, one feature was added, from now on the player can ask a friend out on the phone. The point of this is to “come out” to them. Other than that, all that was done was to add as many events as possible in order to have enough stuff for the Beta next week (this week(sorry)).

When working, one problem showed up. […]

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Program: Programming

Content implementation overload!

This week (last week..(I’m really bad at this)) it was all about implementing the content and less about features. However, one feature was added, from now on the player can ask a friend out on the phone. The point of this is to “come out” to them. Other than that, all that was done was to add as many events as possible in order to have enough stuff for the Beta next week (this week(sorry)).

When working, one problem showed up. […]

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Program: Programming

Trailer

Här är trailern till Sam and Nicole! Stort tack till Evelina Foxberg som gjorde rösten till Sam.

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Program: Programming

Trailer

Här är trailern till Sam and Nicole! Stort tack till Evelina Foxberg som gjorde rösten till Sam.

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Program: Programming

#7 Big Game Project | Diversity & Notification system

Hello again!
This week we have been working feedback and bugfixes, this will probably be the same case next week.
When I wasn’t removing bugs or corrections i was among other things working with implementing diversity. Our settlers can now randomize between women and male meshes,  randomize skin color and r
andomize color of their clothes. The system i created also matches a portrait with the gender and skincolor. This portrait is display in the popup panels showed in previous blog posts. Here is […]

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Program: Programming

#7 Big Game Project | Diversity & Notification system

Hello again!
This week we have been working feedback and bugfixes, this will probably be the same case next week.
When I wasn’t removing bugs or corrections i was among other things working with implementing diversity. Our settlers can now randomize between women and male meshes,  randomize skin color and r
andomize color of their clothes. The system i created also matches a portrait with the gender and skincolor. This portrait is display in the popup panels showed in previous blog posts. Here is […]

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Program: Programming

Big Game Project: Week 6

We, Do It Youself Games, have been working on our game, Kei, for six weeks now. We are approaching the point where no more content should be added to the game (“feature complete”) and where the developmental work should be focused on polishing and bug-fixing.
Yet up to this sixth week (May 9 – May 13) there still was one big feature that was an absolute must – that is Kei’s ranged attack (the Chakra). Adding this type of attack is the […]

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Program: Programming

Big Game Project: Week 6

We, Do It Youself Games, have been working on our game, Kei, for six weeks now. We are approaching the point where no more content should be added to the game (“feature complete”) and where the developmental work should be focused on polishing and bug-fixing.
Yet up to this sixth week (May 9 – May 13) there still was one big feature that was an absolute must – that is Kei’s ranged attack (the Chakra). Adding this type of attack is the […]

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Program: Programming

Big Game Project: Week 5

The fifth week (May 2 – May 6) development of our game “Kei” is halfway through. This week I worked on the second enemy type, dubbed Beta. According to the Project Plan, this enemy type should have both a ranged and a melee attack.
I implemented a ranged attack for the Beta type robot, a deadly slow-moving laser beam. This could be the highlight of the week’s developmental work (though I also worked on other minor fixes). You can preview this laser attack […]

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Program: Programming

Big Game Project: Week 5

The fifth week (May 2 – May 6) development of our game “Kei” is halfway through. This week I worked on the second enemy type, dubbed Beta. According to the Project Plan, this enemy type should have both a ranged and a melee attack.
I implemented a ranged attack for the Beta type robot, a deadly slow-moving laser beam. This could be the highlight of the week’s developmental work (though I also worked on other minor fixes). You can preview this laser attack […]

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Program: Programming

Slow progression

The last couple of weeks have been slow when it comes to development. There’s a lot of reasons for that, but mainly because there’s been a lot of personal stuff going on. Meetings and stuff like that.
Also it’s been a couple of weeks where MVVM has shown itself from its “worst” side. The reason why I say “worst” side is that a lot of the things I want to accomplish is not as easy as the boilerplate approach. But since […]

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Program: Programming

Slow progression

The last couple of weeks have been slow when it comes to development. There’s a lot of reasons for that, but mainly because there’s been a lot of personal stuff going on. Meetings and stuff like that.
Also it’s been a couple of weeks where MVVM has shown itself from its “worst” side. The reason why I say “worst” side is that a lot of the things I want to accomplish is not as easy as the boilerplate approach. But since […]

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Program: Programming

Blog 6

Hej!
Den här veckan har det mest varit fokus på att lägga in det sista och eventuella buggfixar innan vi ska ställa ut spelet på GGC – Gotland Game Conference. Jag har jobbat på hur långt kameran har möjlighet att röra sig utanför banans gränser och hur vi visar chanser spelaren har kvar i spelet.
Jag har även gjort ett script för att bestämma svårighetsgrad och regler för hur spelaren vinner och förlorar spelet. I stort sett är det bara en enum […]

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Program: Programming

Blog 6

Hej!
Den här veckan har det mest varit fokus på att lägga in det sista och eventuella buggfixar innan vi ska ställa ut spelet på GGC – Gotland Game Conference. Jag har jobbat på hur långt kameran har möjlighet att röra sig utanför banans gränser och hur vi visar chanser spelaren har kvar i spelet.
Jag har även gjort ett script för att bestämma svårighetsgrad och regler för hur spelaren vinner och förlorar spelet. I stort sett är det bara en enum […]

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Program: Programming