Browsing '2012': Students starting in 2012

Fifth week of Big Game project – Alpha

This week we had to crunch to get our alpha up and running. It was exhausting but it felt very rewarding when we finally had a game playable at the end of Friday.
I started the week with working on the experience system. The plan was that everything that you could kill would grant experience. So to do this I created a script that I could attach to every gameobject that could die. The script works as this; it have a […]

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Program: Programming

Fifth week of Big Game project – Alpha

This week we had to crunch to get our alpha up and running. It was exhausting but it felt very rewarding when we finally had a game playable at the end of Friday.
I started the week with working on the experience system. The plan was that everything that you could kill would grant experience. So to do this I created a script that I could attach to every gameobject that could die. The script works as this; it have a […]

/ Comments Off on Fifth week of Big Game project – Alpha
Program: Programming

Fifth week of Big Game project – Alpha

This week we had to crunch to get our alpha up and running. It was exhausting but it felt very rewarding when we finally had a game playable at the end of Friday.
I started the week with working on the experience system. The plan was that everything that you could kill would grant experience. So to do this I created a script that I could attach to every gameobject that could die. The script works as this; it have a […]

/ Comments Off on Fifth week of Big Game project – Alpha
Program: Programming

Fifth week of Big Game project – Alpha

This week we had to crunch to get our alpha up and running. It was exhausting but it felt very rewarding when we finally had a game playable at the end of Friday.
I started the week with working on the experience system. The plan was that everything that you could kill would grant experience. So to do this I created a script that I could attach to every gameobject that could die. The script works as this; it have a […]

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Program: Programming

The Puzzle Manager

Learning from the technical aspects of implementing puzzles and level events in CoBots, I was determined to come up with a solution for implementing the puzzles that generally would be easier to work with.The system had to fulfill the following requirements:

Easy to visualize
Quickly being able to grasp how things are tied together saves a lot of time in the long run and makes it a lot easier for someone else other than the initial author to grasp the system
Easily interchangeable prefabs
When working […]

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Program: Programming

The Puzzle Manager

Learning from the technical aspects of implementing puzzles and level events in CoBots, I was determined to come up with a solution for implementing the puzzles that generally would be easier to work with.The system had to fulfill the following requirements:

Easy to visualize
Quickly being able to grasp how things are tied together saves a lot of time in the long run and makes it a lot easier for someone else other than the initial author to grasp the system
Easily interchangeable prefabs
When working […]

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Program: Programming

Big Game Project Week 5

This week I have been working some more on menus, player movement and animation implementation. I have also added some feedback effects to the player.

Squash system fix and broken
Last week I created a system for squashing the player, it made him scale in the Y axis for example when he landed on the ground after performing a jump. This week I noticed that it was not functioning properly. It sometimes looked like the player was trying to have to scales […]

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Program: Programming

Big Game Project Week 5

This week I have been working some more on menus, player movement and animation implementation. I have also added some feedback effects to the player.

Squash system fix and broken
Last week I created a system for squashing the player, it made him scale in the Y axis for example when he landed on the ground after performing a jump. This week I noticed that it was not functioning properly. It sometimes looked like the player was trying to have to scales […]

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Program: Programming

Big game project – E.R.A – Eternal Resonance Arena – Post 3

This week has been a rather productive one, by the end of last week we realized we had to cut down some of the features we previously wanted. The programmers had been getting behind their schedual a bit and so we removed some features and Daniel our lead design / producer wrote a list of the most necessary things we had to have for GGC. These changes did not affect the graphical part a lot, some very small elements were […]

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Program: Graphics

Big game project – E.R.A – Eternal Resonance Arena – Post 3

This week has been a rather productive one, by the end of last week we realized we had to cut down some of the features we previously wanted. The programmers had been getting behind their schedual a bit and so we removed some features and Daniel our lead design / producer wrote a list of the most necessary things we had to have for GGC. These changes did not affect the graphical part a lot, some very small elements were […]

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Program: Graphics

Big game project – E.R.A – Eternal Resonance Arena – Post 3

This week has been a rather productive one, by the end of last week we realized we had to cut down some of the features we previously wanted. The programmers had been getting behind their schedual a bit and so we removed some features and Daniel our lead design / producer wrote a list of the most necessary things we had to have for GGC. These changes did not affect the graphical part a lot, some very small elements were […]

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Program: Graphics

Big game project – E.R.A – Eternal Resonance Arena – Post 3

This week has been a rather productive one, by the end of last week we realized we had to cut down some of the features we previously wanted. The programmers had been getting behind their schedual a bit and so we removed some features and Daniel our lead design / producer wrote a list of the most necessary things we had to have for GGC. These changes did not affect the graphical part a lot, some very small elements were […]

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Program: Graphics

Week 5 ERA Daniel Svensson

Welcome to week 5!
This weeks has been brutal to my team and especially the programmers. We have been scrambling to get our alpha together, it felt like we would never make it but to our surprise and astonishment we did!

The alpha contains almost all the core game play features we wanted to include in the game except two (Snappy and capture nodes). Unfortunately when we were going to display the alpha we had a bug that basically made our latest […]

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Program: Programming

Week 5 ERA Daniel Svensson

Welcome to week 5!
This weeks has been brutal to my team and especially the programmers. We have been scrambling to get our alpha together, it felt like we would never make it but to our surprise and astonishment we did!

The alpha contains almost all the core game play features we wanted to include in the game except two (Snappy and capture nodes). Unfortunately when we were going to display the alpha we had a bug that basically made our latest […]

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Program: Programming

Alpha build

This week I’ve been working a lot on the level, to place out prefabs and make sure that it looks right. I haven’t had a part in the level design itself, but instead my task is the environmental design, to make sure that the level looks good and interesting for the player. To do that, I need a lot of meshes to texture and make prefabs of, and since we didn’t have too many I also modelled a lot, which means […]

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Program: Graphics

Alpha build

This week I’ve been working a lot on the level, to place out prefabs and make sure that it looks right. I haven’t had a part in the level design itself, but instead my task is the environmental design, to make sure that the level looks good and interesting for the player. To do that, I need a lot of meshes to texture and make prefabs of, and since we didn’t have too many I also modelled a lot, which means […]

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Program: Graphics

Multiplayer Gameplay – Big Game Project

I have been working on fixing basic multiplayer gameplay this week. What this means is that I wanted to make so two players can join a server, take turns to do actions, update each others hands and what they play. I had a lot of trouble getting the hand to update properly at first and the cards were stacking on top of one another and you had to drag them to fix it instead of it automatically sorting themselves. At […]

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Program: Programming

Multiplayer Gameplay – Big Game Project

I have been working on fixing basic multiplayer gameplay this week. What this means is that I wanted to make so two players can join a server, take turns to do actions, update each others hands and what they play. I had a lot of trouble getting the hand to update properly at first and the cards were stacking on top of one another and you had to drag them to fix it instead of it automatically sorting themselves. At […]

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Program: Programming

Alpha build

This week I’ve been working a lot on the level, to place out prefabs and make sure that it looks right. I haven’t had a part in the level design itself, but instead my task is the environmental design, to make sure that the level looks good and interesting for the player. To do that, I need a lot of meshes to texture and make prefabs of, and since we didn’t have too many I also modelled a lot, which means […]

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Program: Graphics

Alpha build

This week I’ve been working a lot on the level, to place out prefabs and make sure that it looks right. I haven’t had a part in the level design itself, but instead my task is the environmental design, to make sure that the level looks good and interesting for the player. To do that, I need a lot of meshes to texture and make prefabs of, and since we didn’t have too many I also modelled a lot, which means […]

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Program: Graphics

Multiplayer Gameplay – Big Game Project

I have been working on fixing basic multiplayer gameplay this week. What this means is that I wanted to make so two players can join a server, take turns to do actions, update each others hands and what they play. I had a lot of trouble getting the hand to update properly at first and the cards were stacking on top of one another and you had to drag them to fix it instead of it automatically sorting themselves. At […]

/ Comments Off on Multiplayer Gameplay – Big Game Project
Program: Programming

Multiplayer Gameplay – Big Game Project

I have been working on fixing basic multiplayer gameplay this week. What this means is that I wanted to make so two players can join a server, take turns to do actions, update each others hands and what they play. I had a lot of trouble getting the hand to update properly at first and the cards were stacking on top of one another and you had to drag them to fix it instead of it automatically sorting themselves. At […]

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Program: Programming

Big Game Project – Week 3

I started week 17 with finishing up the last of the thumbnail sketches that we needed for our internal alpha deadline. Due to some serious discussions that we where having in the team regarding weather or not we where going to switch theme for the game(from secret agents, to something more mafia related) and some members still being absent due to Ester brake, it was difficult to start doing any of the final illustrations until we where able to discus […]

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Program: Graphics

Big Game Project – Week 3

I started week 17 with finishing up the last of the thumbnail sketches that we needed for our internal alpha deadline. Due to some serious discussions that we where having in the team regarding weather or not we where going to switch theme for the game(from secret agents, to something more mafia related) and some members still being absent due to Ester brake, it was difficult to start doing any of the final illustrations until we where able to discus […]

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Program: Graphics