Browsing '2013': Students starting in 2013

Week 7: Beta Presentation
Right now
I am getting ready for the Beta presentation we are having for tomorrow. The last time I held the presentation I didn’t get that much sleep because I was up crunching with two other members from our group, and I was one of the few who didn’t have a PowerPoint for it.
The critique I got was mostly that we needed to show some pictures of the icons we had; I didn’t think of that. We were going to show how our game worked right on […]

Week 7: Beta Presentation
Right now
I am getting ready for the Beta presentation we are having for tomorrow. The last time I held the presentation I didn’t get that much sleep because I was up crunching with two other members from our group, and I was one of the few who didn’t have a PowerPoint for it.
The critique I got was mostly that we needed to show some pictures of the icons we had; I didn’t think of that. We were going to show how our game worked right on […]

Game Development- Introduction. Blog Post – 5
This week, there has not been much coding, but i have continued to work slightly with the soundmanager and soundeffects for the game. The parts that i had put more time on this week are level design and a tutorial for the game.
As the Final presentation is about 2 weeks from now, we needed to start build several levels to the game. In our design document, we had written that the game will contain 4 floors/ 4 levels. But probably we […]

Game Development- Introduction. Blog Post – 5
This week, there has not been much coding, but i have continued to work slightly with the soundmanager and soundeffects for the game. The parts that i had put more time on this week are level design and a tutorial for the game.
As the Final presentation is about 2 weeks from now, we needed to start build several levels to the game. In our design document, we had written that the game will contain 4 floors/ 4 levels. But probably we […]

Game Development- Introduction. Blog Post – 5
This week, there has not been much coding, but i have continued to work slightly with the soundmanager and soundeffects for the game. The parts that i had put more time on this week are level design and a tutorial for the game.
As the Final presentation is about 2 weeks from now, we needed to start build several levels to the game. In our design document, we had written that the game will contain 4 floors/ 4 levels. But probably we […]

Game Development- Introduction. Blog Post – 5
This week, there has not been much coding, but i have continued to work slightly with the soundmanager and soundeffects for the game. The parts that i had put more time on this week are level design and a tutorial for the game.
As the Final presentation is about 2 weeks from now, we needed to start build several levels to the game. In our design document, we had written that the game will contain 4 floors/ 4 levels. But probably we […]

Guard running and alerted animation
This week I have continued on the animations. One of the animations I have made this week was a run animation for the guard. This run animation is going to be in the chase state when the guard has detected the spy.
So I started by modifying the walk animation to see how it might look. I did this by removing some frames, but that made it look like the guard was walking really fast. I mixed around a bit with […]

Guard running and alerted animation
This week I have continued on the animations. One of the animations I have made this week was a run animation for the guard. This run animation is going to be in the chase state when the guard has detected the spy.
So I started by modifying the walk animation to see how it might look. I did this by removing some frames, but that made it look like the guard was walking really fast. I mixed around a bit with […]

Weekly post. Sound Design
Hello world.
This week I’ve focusing on creating sound and fine tuning the last on the design document. The sound for this week have been growling sound that indicates that the character is low on hunger, showing that the avatar is close to death. The idea is to start playing the sound at 50% hunger at really low volume, then increase the volume as the players hunger is decreasing. As well as that I am working on a way to […]

Weekly post. Sound Design
Hello world.
This week I’ve focusing on creating sound and fine tuning the last on the design document. The sound for this week have been growling sound that indicates that the character is low on hunger, showing that the avatar is close to death. The idea is to start playing the sound at 50% hunger at really low volume, then increase the volume as the players hunger is decreasing. As well as that I am working on a way to […]

BETA Presentation
Tomorrow is another big day for our game. Tomorrow is the BETA presentation.
In game development there are two major targets to a project. These are the ALPHA release and the BETA release. The Alpha is where you show of the core of the game and what the player will play with. This is the first critical point in a project as it sets the foundation of the game. The second goal is the BETA. This is where you show all […]

BETA Presentation
Tomorrow is another big day for our game. Tomorrow is the BETA presentation.
In game development there are two major targets to a project. These are the ALPHA release and the BETA release. The Alpha is where you show of the core of the game and what the player will play with. This is the first critical point in a project as it sets the foundation of the game. The second goal is the BETA. This is where you show all […]
ARTIFACT BLOG #5 COLLECTIBLES
Stars!
This week all three of us sat down and did our tasks together, so that we wouldn’t have someone get stuck on a task just before beta. One of the things we’ve done is collecting stars when enemies dies. You collect the stars to get a better score.
The stars themselves work almost exactly like the enemy bullets, only they get added when the enemy’s life has hit zero rather than when they’re in attack range of the player.
When the star […]
ARTIFACT BLOG #5 COLLECTIBLES
Stars!
This week all three of us sat down and did our tasks together, so that we wouldn’t have someone get stuck on a task just before beta. One of the things we’ve done is collecting stars when enemies dies. You collect the stars to get a better score.
The stars themselves work almost exactly like the enemy bullets, only they get added when the enemy’s life has hit zero rather than when they’re in attack range of the player.
When the star […]

ARTIFACT BLOG #5 COLLECTIBLES
Stars!
This week all three of us sat down and did our tasks together, so that we wouldn’t have someone get stuck on a task just before beta. One of the things we’ve done is collecting stars when enemies dies. You collect the stars to get a better score.
The stars themselves work almost exactly like the enemy bullets, only they get added when the enemy’s life has hit zero rather than when they’re in attack range of the player.
When the star […]

ARTIFACT BLOG #5 COLLECTIBLES
Stars!
This week all three of us sat down and did our tasks together, so that we wouldn’t have someone get stuck on a task just before beta. One of the things we’ve done is collecting stars when enemies dies. You collect the stars to get a better score.
The stars themselves work almost exactly like the enemy bullets, only they get added when the enemy’s life has hit zero rather than when they’re in attack range of the player.
When the star […]

Artifact : Level with Layers
What?
The artifact of this week is the Level, or more specifically the Load function of the level. It is based on the platformer code with some small modifications around layers and colliders, creating possiblilities to choose if these should be active or not.
The Level is used for easily drawing out the game level from a txt file, and therefore allows you to work with the level inside an Excel document. This makes it much easier to create the level, rather […]

Artifact : Level with Layers
What?
The artifact of this week is the Level, or more specifically the Load function of the level. It is based on the platformer code with some small modifications around layers and colliders, creating possiblilities to choose if these should be active or not.
The Level is used for easily drawing out the game level from a txt file, and therefore allows you to work with the level inside an Excel document. This makes it much easier to create the level, rather […]

The end is near
The project is getting close to the end but that has not changed the amount of work I have to do. I still have a lot of animations to do. The attack animations for the children and the strafe animations for the player characters is what I am doing right now. I am also making a hover effect for the menu buttons.
I find it difficult to make good strafe animations. No matter what I do it ends up looking weird […]

The end is near
The project is getting close to the end but that has not changed the amount of work I have to do. I still have a lot of animations to do. The attack animations for the children and the strafe animations for the player characters is what I am doing right now. I am also making a hover effect for the menu buttons.
I find it difficult to make good strafe animations. No matter what I do it ends up looking weird […]

A comfortable place to rest
This week I have mostly been continuing my work with furniture and other things in the environment.
Since the first level is supposed to be in the “backgrounds” of the airport, where the administrative staff works, and where all employees have their locker rooms and lunch area for example, we wanted it to look a bit like the typical workplace. But until now there hasn’t been any where to actually do some work.
One thing I made this week was some computers. […]

A comfortable place to rest
This week I have mostly been continuing my work with furniture and other things in the environment.
Since the first level is supposed to be in the “backgrounds” of the airport, where the administrative staff works, and where all employees have their locker rooms and lunch area for example, we wanted it to look a bit like the typical workplace. But until now there hasn’t been any where to actually do some work.
One thing I made this week was some computers. […]

A comfortable place to rest
This week I have mostly been continuing my work with furniture and other things in the environment.
Since the first level is supposed to be in the “backgrounds” of the airport, where the administrative staff works, and where all employees have their locker rooms and lunch area for example, we wanted it to look a bit like the typical workplace. But until now there hasn’t been any where to actually do some work.
One thing I made this week was some computers. […]

A comfortable place to rest
This week I have mostly been continuing my work with furniture and other things in the environment.
Since the first level is supposed to be in the “backgrounds” of the airport, where the administrative staff works, and where all employees have their locker rooms and lunch area for example, we wanted it to look a bit like the typical workplace. But until now there hasn’t been any where to actually do some work.
One thing I made this week was some computers. […]