Browsing 'Programming': Posts from Game Design and Programming

Big Game Project: Week 3

The third week (Apr 18 – Apr 22) I worked mostly with Enemy 1 (“Alpha”) AI. I experimented with two different AI behaviors:

where the enemy follows the player during its attack phase and deals damage to the player upon contact (because of its rapidly spinning hull)
where the enemy charges towards the player in a straight line dealing damage on contact; the player can more easily evade the attack by moving off of the straight line

The latter behavior feels too simplistic and too easy […]

/ Comments Off on Big Game Project: Week 3
Program: Programming

Big Game Project: Week 3

The third week (Apr 18 – Apr 22) I worked mostly with Enemy 1 (“Alpha”) AI. I experimented with two different AI behaviors:

where the enemy follows the player during its attack phase and deals damage to the player upon contact (because of its rapidly spinning hull)
where the enemy charges towards the player in a straight line dealing damage on contact; the player can more easily evade the attack by moving off of the straight line

The latter behavior feels too simplistic and too easy […]

/ Comments Off on Big Game Project: Week 3
Program: Programming

Week 4 – Alpha

Hello again!
This week was crazy stressful, we had our alpha deadline on Thursday and there was so much to be done before that. On both Tuesday and Wednesday we worked from 10 am until midnight.
For the alpha we wanted a new and bigger level than the level we had for last weeks playtesting. So the first thing I did was to start working on a new level. At first it was difficult and I couldn’t get started on the level […]

/ Comments Off on Week 4 – Alpha
Program: Programming

Week 4 – Alpha

Hello again!
This week was crazy stressful, we had our alpha deadline on Thursday and there was so much to be done before that. On both Tuesday and Wednesday we worked from 10 am until midnight.
For the alpha we wanted a new and bigger level than the level we had for last weeks playtesting. So the first thing I did was to start working on a new level. At first it was difficult and I couldn’t get started on the level […]

/ Comments Off on Week 4 – Alpha
Program: Programming

BigGameProject blog 4

Hej!
I veckan har jag jobbat på ett rum-system för vårat spel och även andra saker runt omkring.Rum-systemet är där så att vakter ska kunna höra ett objekt i ett annat rum och sedan veta vart han ska gå någonstans. Det funkar såhär, objektet bestämmer hur långt effekten ska nå med variabeln room_reach. Efter att objektet blir aktiverat skickar det till det rummet den är i att objektet är aktivt, hur långt den når och kollisions-boxen så att vakten kan nå […]

/ Comments Off on BigGameProject blog 4
Program: Programming

BigGameProject blog 4

Hej!
I veckan har jag jobbat på ett rum-system för vårat spel och även andra saker runt omkring.Rum-systemet är där så att vakter ska kunna höra ett objekt i ett annat rum och sedan veta vart han ska gå någonstans. Det funkar såhär, objektet bestämmer hur långt effekten ska nå med variabeln room_reach. Efter att objektet blir aktiverat skickar det till det rummet den är i att objektet är aktivt, hur långt den når och kollisions-boxen så att vakten kan nå […]

/ Comments Off on BigGameProject blog 4
Program: Programming

Alpha Week has Passed

It’s time to do a review of how the week has gone. In my last post i presented my three different work aspects and sadly only one has been implemented and even that one is not entirely working as intended.
The implemented feature was the minimap, I implemented it by using a second camera which was placed above the level with an orthographic perspective and limiting the amount of effects it renders. Then projecting this camera onto a render texture which […]

/ Comments Off on Alpha Week has Passed
Program: Programming

Alpha Week has Passed

It’s time to do a review of how the week has gone. In my last post i presented my three different work aspects and sadly only one has been implemented and even that one is not entirely working as intended.
The implemented feature was the minimap, I implemented it by using a second camera which was placed above the level with an orthographic perspective and limiting the amount of effects it renders. Then projecting this camera onto a render texture which […]

/ Comments Off on Alpha Week has Passed
Program: Programming

week 4

This work I’ve been working on a lot of bugfixing. We noticed that the cloud was really buggy during the testing last week. So for me the highest priority was trying to fix this.
One of the bugs i found was that we used a rigidbody so that the cloud could collide with diagonally alligned platforms. We decided to disable it to fix a lot of these bugs. The only bug after this was that the cloud didn’t collide with platforms. […]

/ Comments Off on week 4
Program: Programming

week 4

This work I’ve been working on a lot of bugfixing. We noticed that the cloud was really buggy during the testing last week. So for me the highest priority was trying to fix this.
One of the bugs i found was that we used a rigidbody so that the cloud could collide with diagonally alligned platforms. We decided to disable it to fix a lot of these bugs. The only bug after this was that the cloud didn’t collide with platforms. […]

/ Comments Off on week 4
Program: Programming

week 3

Hello
This week i’ve been working on animations for our lumi character. The specific animations i’ve been working on are the walking and running animations and idle animations. The first thing i was tasked to do was to blend the walking and running animations. For this i used the unity blend state in its animator window. I used the absolute value of the axis value of the left stick to decide the float value of the blend.
For the idle animations i […]

/ Comments Off on week 3
Program: Programming

week 3

Hello
This week i’ve been working on animations for our lumi character. The specific animations i’ve been working on are the walking and running animations and idle animations. The first thing i was tasked to do was to blend the walking and running animations. For this i used the unity blend state in its animator window. I used the absolute value of the axis value of the left stick to decide the float value of the blend.
For the idle animations i […]

/ Comments Off on week 3
Program: Programming

Nudibranch Alpha testing!

This week we have Alpha testing, in less than one hour the jury will come and test the alpha build of our game, and just as I type we are finishing up the build that we want to show off. During this week we have been working on implementing some changes made due to the feedback we received in last weeks open testing session(follow-up post on the feedback we received will come later).
The main gameplay and core-loop of our game is shaping up […]

/ Comments Off on Nudibranch Alpha testing!
Program: Programming

Nudibranch Alpha testing!

This week we have Alpha testing, in less than one hour the jury will come and test the alpha build of our game, and just as I type we are finishing up the build that we want to show off. During this week we have been working on implementing some changes made due to the feedback we received in last weeks open testing session(follow-up post on the feedback we received will come later).
The main gameplay and core-loop of our game is shaping up […]

/ Comments Off on Nudibranch Alpha testing!
Program: Programming

Big Game Project – Sound Effect container script

I have been implementing some sound effects. Our playable characters, the settlers, contain a bunch of different sound effects and I had to invent a system for handling them. The things I had in mind:

Allow to later add more sound effects fairly easily in the editor
Adding several AudioClips for each sound
A simple way to get a random variation of a sound without dealing with the randomization where the sound is played from
The AudioSource components should be children of the settler […]

/ Comments Off on Big Game Project – Sound Effect container script
Program: Programming

Big Game Project – Sound Effect container script

I have been implementing some sound effects. Our playable characters, the settlers, contain a bunch of different sound effects and I had to invent a system for handling them. The things I had in mind:

Allow to later add more sound effects fairly easily in the editor
Adding several AudioClips for each sound
A simple way to get a random variation of a sound without dealing with the randomization where the sound is played from
The AudioSource components should be children of the settler […]

/ Comments Off on Big Game Project – Sound Effect container script
Program: Programming

WPF. Sound run-time loading Unity

A little more than a week has gone by and more programming has been done. This time I was requested to put sound into Unity. Sound in Unity is normally not a problem. It’s just a matter of saying “Hey Unity, I have this AudioClip, drag it onto the AudioSource and you’re done.
What I didn’t account for was when the user wants to load a custom clip, that you need to load it into memory first. All of a sudden […]

/ Comments Off on WPF. Sound run-time loading Unity
Program: Programming

WPF. Sound run-time loading Unity

A little more than a week has gone by and more programming has been done. This time I was requested to put sound into Unity. Sound in Unity is normally not a problem. It’s just a matter of saying “Hey Unity, I have this AudioClip, drag it onto the AudioSource and you’re done.
What I didn’t account for was when the user wants to load a custom clip, that you need to load it into memory first. All of a sudden […]

/ Comments Off on WPF. Sound run-time loading Unity
Program: Programming

Alpha week,my deadlines.

Two days until Alpha and these are my priorities for the week.

Working on a Minimap

The minimap will display the entire level as well the current location of each guard and prisoner as a colored dot specific for each kind. It will provide a way of fast travel as well, by clicking on a location on the map you will be transported to that area.

Visuals for the Context Menu

Some kind of visual effect which shows that an action is active and a cooldown until […]

/ Comments Off on Alpha week,my deadlines.
Program: Programming

Alpha week,my deadlines.

Two days until Alpha and these are my priorities for the week.

Working on a Minimap

The minimap will display the entire level as well the current location of each guard and prisoner as a colored dot specific for each kind. It will provide a way of fast travel as well, by clicking on a location on the map you will be transported to that area.

Visuals for the Context Menu

Some kind of visual effect which shows that an action is active and a cooldown until […]

/ Comments Off on Alpha week,my deadlines.
Program: Programming

Big Game Project – Camera movement script

The camera in our game is meant to feel familiar to people who have played games in the Real Time Strategy genre before. It can be moved around by the player in three different ways:

With the keyboard: WASD and arrow keys
By moving the cursor to the screen edges
By holding the middle mouse button and dragging

There is also a zoom function that lets the player zoom in and out using the mouse wheel. This works by simply moving the camera forward […]

/ Comments Off on Big Game Project – Camera movement script
Program: Programming

Big Game Project – Camera movement script

The camera in our game is meant to feel familiar to people who have played games in the Real Time Strategy genre before. It can be moved around by the player in three different ways:

With the keyboard: WASD and arrow keys
By moving the cursor to the screen edges
By holding the middle mouse button and dragging

There is also a zoom function that lets the player zoom in and out using the mouse wheel. This works by simply moving the camera forward […]

/ Comments Off on Big Game Project – Camera movement script
Program: Programming

Half way where?

During the fourth week of BGP I have been working on implementing the event-type smalltalk into our game and started on larger events. Because of how we structured the .xml-files I can now use one piece of code in order to execute it in-game.

Smalltalk has been no problem but when it comes to larger events we will have to think harder. Since those events are bigger and more branching than smalltalk it will take a lot of planning to make it work […]

/ Comments Off on Half way where?
Program: Programming

Half way where?

During the fourth week of BGP I have been working on implementing the event-type smalltalk into our game and started on larger events. Because of how we structured the .xml-files I can now use one piece of code in order to execute it in-game.

Smalltalk has been no problem but when it comes to larger events we will have to think harder. Since those events are bigger and more branching than smalltalk it will take a lot of planning to make it work […]

/ Comments Off on Half way where?
Program: Programming