Browsing '2013': Students starting in 2013

Miljödesign

Denna vecka kommer jag att köra på svenska då jag inte har orken att bibehålla den professionalitet som jag vill ha. Detta är tack vare min grupp som jag arbetar med… Följande stycke kommer att handla om min irritation över gruppen. Sedan så kommer vad jag har arbetat med i veckan.
Veckan började tänkbara vis med att jag sköt upp vårt veckomöte på grund utav en hagel/regnstorm som tog vid på måndagsmorgonen. Jag beslutade då att skjuta upp en timme så […]

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Program: Graphics

Miljödesign

Denna vecka kommer jag att köra på svenska då jag inte har orken att bibehålla den professionalitet som jag vill ha. Detta är tack vare min grupp som jag arbetar med… Följande stycke kommer att handla om min irritation över gruppen. Sedan så kommer vad jag har arbetat med i veckan.
Veckan började tänkbara vis med att jag sköt upp vårt veckomöte på grund utav en hagel/regnstorm som tog vid på måndagsmorgonen. Jag beslutade då att skjuta upp en timme så […]

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Program: Graphics

More animations

Animations, animations, animations is all I basically have been doing. I am putting the strafe animations on the shelf for now since I do not think I will have time to make them. I have given them a shot but they look like crap. The attack animations are quite difficult to get right too but I am working hard on them right now. So far I only have got a really rough attack animation for the fast kids but I […]

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Program: Graphics

More animations

Animations, animations, animations is all I basically have been doing. I am putting the strafe animations on the shelf for now since I do not think I will have time to make them. I have given them a shot but they look like crap. The attack animations are quite difficult to get right too but I am working hard on them right now. So far I only have got a really rough attack animation for the fast kids but I […]

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Program: Graphics

Week 9 – With Intent

Almost at the release, and that persistent sickness that haunted me last week is now gone, which means my productivity increased as well.
This week I’ve mostly been working with the SoundManager (or more accurately: the SoundEntity and MusicEntity), the version we had was working up ti’ll Beta, but in the final, we need a listener for the sound, otherwise the sound of the guards steps would be heard from anywhere on the map, that would just be…. strange.
Now to the […]

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Program: Programming

Week 9 – With Intent

Almost at the release, and that persistent sickness that haunted me last week is now gone, which means my productivity increased as well.
This week I’ve mostly been working with the SoundManager (or more accurately: the SoundEntity and MusicEntity), the version we had was working up ti’ll Beta, but in the final, we need a listener for the sound, otherwise the sound of the guards steps would be heard from anywhere on the map, that would just be…. strange.
Now to the […]

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Program: Programming

Artifact 6 – AI and stubborn Glowing effects

This week I have done The final AI-state “AttractedState” and I have started wrestling with the mixture of three super intelligent coding chefs in this soup of code. It’s lovely but it’s like fitting a cube inside the point of a needle.
Let’s start out with the attracted state.
This is a hunting state as explained in the previous post HERE but instead of a unit vector pointing from the enemy to the player fish, there is a vector […]

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Program: Programming

Artifact 6 – AI and stubborn Glowing effects

This week I have done The final AI-state “AttractedState” and I have started wrestling with the mixture of three super intelligent coding chefs in this soup of code. It’s lovely but it’s like fitting a cube inside the point of a needle.
Let’s start out with the attracted state.
This is a hunting state as explained in the previous post HERE but instead of a unit vector pointing from the enemy to the player fish, there is a vector […]

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Program: Programming

Story ‘Intro’

This week, I’ve been working on an intro ”cutscene” which we will play when you play the game for the first time. We wanted some sort of intro to give the player a sense of context. It is supposed to answer the questions ”What am I doing? Why am I here? Who am I?”.
The first stage was figuring out how much we wanted to tell the player. What can be told through the environment? What can’t?
Theodor made a few concepts […]

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Program: Graphics

Story ‘Intro’

This week, I’ve been working on an intro ”cutscene” which we will play when you play the game for the first time. We wanted some sort of intro to give the player a sense of context. It is supposed to answer the questions ”What am I doing? Why am I here? Who am I?”.
The first stage was figuring out how much we wanted to tell the player. What can be told through the environment? What can’t?
Theodor made a few concepts […]

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Program: Graphics

Week 9 – Hidden Rooms

This week I have worked with the rooms and I have continued my work of adding details to them. Since I already have gone through this process in an earlier post, I will focus on explaining how I created the hidden rooms and my thoughts about them.
The anticipated idea of the hidden rooms; when the player goes beneath the wall the hidden room will become revealed. In the hidden rooms the player can find treasure chests that contain textiles that […]

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Program: Graphics

Week 9 – Hidden Rooms

This week I have worked with the rooms and I have continued my work of adding details to them. Since I already have gone through this process in an earlier post, I will focus on explaining how I created the hidden rooms and my thoughts about them.
The anticipated idea of the hidden rooms; when the player goes beneath the wall the hidden room will become revealed. In the hidden rooms the player can find treasure chests that contain textiles that […]

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Program: Graphics

Last HUD Improvement.

This week for me is writing the stats HUD in customize. This is where you read all Arianas stats and current score when you are in customize menu. 
It was simple here cause I was only working with one class: CustomizeState.h/cpp. I created the formula which had to keep checking which current weapon you have to write the name so a integer Current_Truck; and just pepper it in our if’s that check whenever you press upgrade. A pretty simple task really. […]

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Program: Programming

Last HUD Improvement.

This week for me is writing the stats HUD in customize. This is where you read all Arianas stats and current score when you are in customize menu. 
It was simple here cause I was only working with one class: CustomizeState.h/cpp. I created the formula which had to keep checking which current weapon you have to write the name so a integer Current_Truck; and just pepper it in our if’s that check whenever you press upgrade. A pretty simple task really. […]

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Program: Programming

Last HUD Improvement.

This week for me is writing the stats HUD in customize. This is where you read all Arianas stats and current score when you are in customize menu. 
It was simple here cause I was only working with one class: CustomizeState.h/cpp. I created the formula which had to keep checking which current weapon you have to write the name so a integer Current_Truck; and just pepper it in our if’s that check whenever you press upgrade. A pretty simple task really. […]

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Program: Programming

Last HUD Improvement.

This week for me is writing the stats HUD in customize. This is where you read all Arianas stats and current score when you are in customize menu. 
It was simple here cause I was only working with one class: CustomizeState.h/cpp. I created the formula which had to keep checking which current weapon you have to write the name so a integer Current_Truck; and just pepper it in our if’s that check whenever you press upgrade. A pretty simple task really. […]

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Program: Programming

Polish, polish, and more polish

I’m running out of things to write about! Since we’re getting closer and closer to final, there are no “huge new features” that can be written about, and most of the work I currently do is polish behind the scenes, which doesn’t really make for good writing material. However, there are some things that make for good screenshot material, so I guess I’ll combine some artifacts into one post.
Firstly, as a followup to last week’s post, we have implemented some […]

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Program: Programming

Polish, polish, and more polish

I’m running out of things to write about! Since we’re getting closer and closer to final, there are no “huge new features” that can be written about, and most of the work I currently do is polish behind the scenes, which doesn’t really make for good writing material. However, there are some things that make for good screenshot material, so I guess I’ll combine some artifacts into one post.
Firstly, as a followup to last week’s post, we have implemented some […]

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Program: Programming

Sixth Artifact: Level-changing

I have been working hard on bug fixing everything this week. A lot of progress has been made. For example, the guards no longer plays lighthouse when the player is nearby, was a minus instead of a plus when calculating the distance that was the reason for that. Anyway, let’s get to this week’s artifact.
So, we are going to have four levels in our game, and we do not want to load all four at the same time. I have […]

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Program: Programming

Sixth Artifact: Level-changing

I have been working hard on bug fixing everything this week. A lot of progress has been made. For example, the guards no longer plays lighthouse when the player is nearby, was a minus instead of a plus when calculating the distance that was the reason for that. Anyway, let’s get to this week’s artifact.
So, we are going to have four levels in our game, and we do not want to load all four at the same time. I have […]

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Program: Programming

Menu Background

So far this week I’ve been finishing the main menu background. I think it turned out good, except I didn’t have time to add more playground things like a swing or some scattered toys. I decided to cut that to save time. But I still think the background works just fine.
Here it is without the menu buttons.

I am rather pleased with the result, I didn’t use any strange techniques or anything weird. It’s all done with a couple of […]

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Program: Graphics

Menu Background

So far this week I’ve been finishing the main menu background. I think it turned out good, except I didn’t have time to add more playground things like a swing or some scattered toys. I decided to cut that to save time. But I still think the background works just fine.
Here it is without the menu buttons.

I am rather pleased with the result, I didn’t use any strange techniques or anything weird. It’s all done with a couple of […]

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Program: Graphics

Artifact 6 – AI and stubborn Glowing effects

This week I have done The final AI-state “AttractedState” and I have started wrestling with the mixture of three super intelligent coding chefs in this soup of code. It’s lovely but it’s like fitting a cube inside the point of a needle.
Let’s start out with the attracted state.
This is a hunting state as explained in the previous post HERE but instead of a unit vector pointing from the enemy to the player fish, there is a vector […]

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Program: Programming

Artifact 6 – AI and stubborn Glowing effects

This week I have done The final AI-state “AttractedState” and I have started wrestling with the mixture of three super intelligent coding chefs in this soup of code. It’s lovely but it’s like fitting a cube inside the point of a needle.
Let’s start out with the attracted state.
This is a hunting state as explained in the previous post HERE but instead of a unit vector pointing from the enemy to the player fish, there is a vector […]

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Program: Programming