Browsing '2013': Students starting in 2013

Something different

I did not know I would ever get to say this, but I am actually running low on work. The last few weeks the amount of work I had to do have been getting less and less. I am afraid I will have to dig up something old to write about next week.
Anyway, this week I did something a little bit different, I made the sketch of the background for the options menu. I do not usually do very good […]

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Program: Graphics

Something different

I did not know I would ever get to say this, but I am actually running low on work. The last few weeks the amount of work I had to do have been getting less and less. I am afraid I will have to dig up something old to write about next week.
Anyway, this week I did something a little bit different, I made the sketch of the background for the options menu. I do not usually do very good […]

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Program: Graphics

Project – Week 7

Next week is the last week of the project, and it’s all about finishing and making things work.
This week I’m going to talk about the death animation for the enemy character. I had some major problems with this animation earlier (but for the player character, see the Project – Week 5 post), but since then I’ve been thinking a lot about different ways to tackle the problem.
When I worked on the player death animation I had a huge problem with […]

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Program: Graphics

Project – Week 7

Next week is the last week of the project, and it’s all about finishing and making things work.
This week I’m going to talk about the death animation for the enemy character. I had some major problems with this animation earlier (but for the player character, see the Project – Week 5 post), but since then I’ve been thinking a lot about different ways to tackle the problem.
When I worked on the player death animation I had a huge problem with […]

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Program: Graphics

Project – Week 7

Next week is the last week of the project, and it’s all about finishing and making things work.
This week I’m going to talk about the death animation for the enemy character. I had some major problems with this animation earlier (but for the player character, see the Project – Week 5 post), but since then I’ve been thinking a lot about different ways to tackle the problem.
When I worked on the player death animation I had a huge problem with […]

/ Comments Off on Project – Week 7
Program: Graphics

Project – Week 7

Next week is the last week of the project, and it’s all about finishing and making things work.
This week I’m going to talk about the death animation for the enemy character. I had some major problems with this animation earlier (but for the player character, see the Project – Week 5 post), but since then I’ve been thinking a lot about different ways to tackle the problem.
When I worked on the player death animation I had a huge problem with […]

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Program: Graphics

General Tweaking

Hello. I haven’t done that much this week, wich is quite strange considering that there is only one week remaining of the project. I would have done more but the truth is, I’m not entirely sure what there is left to do (that we still have time to implement and test properly). So, what I’ve actually done this week is: found some memory leaks and fixed them. We store all of our game objects in 2-3 vectors in our gamestate […]

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Program: Programming

General Tweaking

Hello. I haven’t done that much this week, wich is quite strange considering that there is only one week remaining of the project. I would have done more but the truth is, I’m not entirely sure what there is left to do (that we still have time to implement and test properly). So, what I’ve actually done this week is: found some memory leaks and fixed them. We store all of our game objects in 2-3 vectors in our gamestate […]

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Program: Programming

Haunted Light 2014-03-20 Pickups and Crack(s)

This week the whole group has been focusing on what is mos important for the game. Per focuses on the AI, Calle on the Options and Credits and I have been working on the pick-ups in the game; The pickaxe and the matches.

I started with writing a PickaxeObject class and I did it mostly like the walls are created in the game. Both walls and pickaxe inherits their core code from game object. Which gives them basic knowledge such as […]

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Program: Programming

Haunted Light 2014-03-20 Pickups and Crack(s)

This week the whole group has been focusing on what is mos important for the game. Per focuses on the AI, Calle on the Options and Credits and I have been working on the pick-ups in the game; The pickaxe and the matches.

I started with writing a PickaxeObject class and I did it mostly like the walls are created in the game. Both walls and pickaxe inherits their core code from game object. Which gives them basic knowledge such as […]

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Program: Programming

Project Aurora, post 10, (Blog Assignment 6) Lighting up the dark waters

One of the things I have done this week is adding plants that the player can light up using his fishingrod with the light bulb, like so:


First I thought about adding a special class for these types of plants called interactive objects but since they will differ so little from normal game objects I decided to keep them in the basic game object class for now, the biggest reason being […]

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Program: Programming

Project Aurora, post 10, (Blog Assignment 6) Lighting up the dark waters

One of the things I have done this week is adding plants that the player can light up using his fishingrod with the light bulb, like so:


First I thought about adding a special class for these types of plants called interactive objects but since they will differ so little from normal game objects I decided to keep them in the basic game object class for now, the biggest reason being […]

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Program: Programming

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

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

Save the Best for Last

Or just the things that are not as important. This week I indulged myself in some graphical things that needed to be done to make the game  bit prettier.
One of the first things I did was the health-bar for the bosses. As of before I made the graphic for it, it was a simple red bar at top of the screen. I simply just made it a more flashy bar. I started with an black silhouette st playing around in […]

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Program: Graphics

Save the Best for Last

Or just the things that are not as important. This week I indulged myself in some graphical things that needed to be done to make the game  bit prettier.
One of the first things I did was the health-bar for the bosses. As of before I made the graphic for it, it was a simple red bar at top of the screen. I simply just made it a more flashy bar. I started with an black silhouette st playing around in […]

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Program: Graphics

Barely any coding this week :/

Well guess what, I won’t write about a single artifact this time either because since the engine was finished nothing have taken enough time simply being complex enough to write 400 words about it really…
No one in our group is motivated enough to work on this game anymore so we decided that our goal is to finish our game this week and leave the two remaining weeks for the reports. So this resulted in a bunch of smaller things that […]

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Program: Programming

Barely any coding this week :/

Well guess what, I won’t write about a single artifact this time either because since the engine was finished nothing have taken enough time simply being complex enough to write 400 words about it really…
No one in our group is motivated enough to work on this game anymore so we decided that our goal is to finish our game this week and leave the two remaining weeks for the reports. So this resulted in a bunch of smaller things that […]

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Program: Programming

Light at the end of the tunnel

This week has been filled with pretty much the same as last week, mastering, mixing, editing, iterating and a lot of listening. It takes e certain amount of coffee to bear with these kinds of things because if you are unlucky, you could spend an entire day making sure one sound is just right, and that means playing it over and over and over and over again.
When dealing with a lot of sounds that are going to be played at […]

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Program: Graphics

Light at the end of the tunnel

This week has been filled with pretty much the same as last week, mastering, mixing, editing, iterating and a lot of listening. It takes e certain amount of coffee to bear with these kinds of things because if you are unlucky, you could spend an entire day making sure one sound is just right, and that means playing it over and over and over and over again.
When dealing with a lot of sounds that are going to be played at […]

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Program: Graphics

Level Editor

Now when all of the features of our game is finally implemented we’ve been working hard on our levels. Our game is played on four floors where the first, top floor is the tutorial. After the tutorial the player is going down until he is on the first floor where the game end and he wins. The levels are loaded in from text files and those have become extremely hard to create since we have so much that needs to […]

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Program: Programming

Level Editor

Now when all of the features of our game is finally implemented we’ve been working hard on our levels. Our game is played on four floors where the first, top floor is the tutorial. After the tutorial the player is going down until he is on the first floor where the game end and he wins. The levels are loaded in from text files and those have become extremely hard to create since we have so much that needs to […]

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Program: Programming