Browsing '2016': Students starting in 2016

Blog Post 3/9/2017 Final Touches

Unfortunately its getting close to the end of our game development and we are wrapping up what’s left. So there isn’t much for me to report on this week and even less for me to go into detail about. However, I still plan on going through the few things I worked on.

We have always planned on having minor details in the rooms. The plan for the backstory of why you are in an abandoned office, is that they just moved […]

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Program: Graphics

Blog Post 3/9/2017 Final Touches

Unfortunately its getting close to the end of our game development and we are wrapping up what’s left. So there isn’t much for me to report on this week and even less for me to go into detail about. However, I still plan on going through the few things I worked on.

We have always planned on having minor details in the rooms. The plan for the backstory of why you are in an abandoned office, is that they just moved […]

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Program: Graphics

Displaying enemy kills through cards.

Paradebar highlighted showing the amount of kills. The more yellow version with a + sign indicates that the player recieved an upgrade on that kill.
After 18 kills the parade bar will start over from the beginning again.
Throughout this whole time designing our game, the single hardest thing to get a clear grasp of has been the “parade system”. The paradesystem is supposed to show progress through the level by having slain enemies follow behind the player avatar in a line, […]

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Program: Programming

Displaying enemy kills through cards.

Paradebar highlighted showing the amount of kills. The more yellow version with a + sign indicates that the player recieved an upgrade on that kill.
After 18 kills the parade bar will start over from the beginning again.
Throughout this whole time designing our game, the single hardest thing to get a clear grasp of has been the “parade system”. The paradesystem is supposed to show progress through the level by having slain enemies follow behind the player avatar in a line, […]

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Program: Programming

The Fifth Blogpost

Hello and welcome to my fifth and also last blogpost. To be honest I have not done that much since last blog. It’s been mostly polishing and adding the few things that needed to be implemented before the beta.
Either way, today I will be talking about our mana that you can use to either teleport to the mouse position or you can press space to use your power up which increases your fire rate and your projectiles also has increased […]

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Program: Programming

The Fifth Blogpost

Hello and welcome to my fifth and also last blogpost. To be honest I have not done that much since last blog. It’s been mostly polishing and adding the few things that needed to be implemented before the beta.
Either way, today I will be talking about our mana that you can use to either teleport to the mouse position or you can press space to use your power up which increases your fire rate and your projectiles also has increased […]

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Program: Programming

Beta Presentation

Hello!
In my last blog post I talked about how my group and I manage our communication and sprints. This time I’ll talk about the beta presentation we had last Monday, including the way I prepared it and how it went.
First of all, the presentation was supposed to last not longer than 10 minutes, including showing gameplay and features implemented. As with the Alpha presentation, we had a few questions to answer, such as:

3 things that have gone well since […]

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Beta Presentation

Hello!
In my last blog post I talked about how my group and I manage our communication and sprints. This time I’ll talk about the beta presentation we had last Monday, including the way I prepared it and how it went.
First of all, the presentation was supposed to last not longer than 10 minutes, including showing gameplay and features implemented. As with the Alpha presentation, we had a few questions to answer, such as:

3 things that have gone well since […]

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Additions to the GUI

As the deadline is closing in we are mostly just finalizing things and adding the remaining missing assets to the game. All the features have been implemented as the most time consuming tasks have been completed. For the most part the UI needs to be worked on to comply with more recent design changes.

Since the player has 10 points of health the healthbar needed an additional asset to better represent the amount of health the player has. We could just […]

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Program: Graphics

Additions to the GUI

As the deadline is closing in we are mostly just finalizing things and adding the remaining missing assets to the game. All the features have been implemented as the most time consuming tasks have been completed. For the most part the UI needs to be worked on to comply with more recent design changes.

Since the player has 10 points of health the healthbar needed an additional asset to better represent the amount of health the player has. We could just […]

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Program: Graphics

Let’s Evaluate Shall We

Allo,
For this blog post I won’t talk about something I’ve done or implemented during the sprint but rather evaluate a bit about the project in a whole. There are things that have been discussed behind closed curtains which I feel should be put into the open. This will be the purpose of my blog post for this week.
After this week we will only have one more week left to work with our game before it is time to display the […]

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Let’s Evaluate Shall We

Allo,
For this blog post I won’t talk about something I’ve done or implemented during the sprint but rather evaluate a bit about the project in a whole. There are things that have been discussed behind closed curtains which I feel should be put into the open. This will be the purpose of my blog post for this week.
After this week we will only have one more week left to work with our game before it is time to display the […]

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Week 5 – The Spawning System

This week I’ll be writing about how I and my group went on how to create a spawning system for our enemies, power ups and anything we might need to add into our game.
I’ll also be writing on how I evolved the system from a something very rudimentary and basic to a more flexible system.
For our game we needed a spawning system that would have to be expandable and flexible.
As this was something I needed to create pretty early on […]

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Program: Programming

Week 5 – The Spawning System

This week I’ll be writing about how I and my group went on how to create a spawning system for our enemies, power ups and anything we might need to add into our game.
I’ll also be writing on how I evolved the system from a something very rudimentary and basic to a more flexible system.
For our game we needed a spawning system that would have to be expandable and flexible.
As this was something I needed to create pretty early on […]

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Program: Programming

Wrapping the mix up.

The game our group has been working on since January is supposed to be done on the 16th of this month. That’s seven days from now. We passed the Beta presentation of our game earlier this week and now shifted focus on our final milestone; the final version of the game.
The Beta version by definition had to be feature complete. It means we had to have everything we wanted to include to the game implemented in some way. We were allowed […]

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Wrapping the mix up.

The game our group has been working on since January is supposed to be done on the 16th of this month. That’s seven days from now. We passed the Beta presentation of our game earlier this week and now shifted focus on our final milestone; the final version of the game.
The Beta version by definition had to be feature complete. It means we had to have everything we wanted to include to the game implemented in some way. We were allowed […]

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Polishing Animations

Good morning readers, last week I went through how to make an animation from start to finish. This post will build on from that post, therefore it might be a good idea to read my previous blog entry – Animating using Anima2D in Unity.
This week is the polishing of animations and implementing them into the game. Originally I had no prior knowledge how to actually make the animations from a technical perspective or how they affect each other. I asked my […]

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Polishing Animations

Good morning readers, last week I went through how to make an animation from start to finish. This post will build on from that post, therefore it might be a good idea to read my previous blog entry – Animating using Anima2D in Unity.
This week is the polishing of animations and implementing them into the game. Originally I had no prior knowledge how to actually make the animations from a technical perspective or how they affect each other. I asked my […]

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Last blog post for this D-flector-1

Hello! I Am Christofer Mattsson the lead coder in team Leviathan. We are now under ten weeks working on a game called D-flector-1 (we have change the name from Draxl’s journey to D-flector-1).
Our game is now in the seventh week and our game is now in beta, and this will be my last blog post on this project.
Under this week we had the beta presentation, and this week I have only fixed allot of small things in our game. So […]

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Program: Programming

Last blog post for this D-flector-1

Hello! I Am Christofer Mattsson the lead coder in team Leviathan. We are now under ten weeks working on a game called D-flector-1 (we have change the name from Draxl’s journey to D-flector-1).
Our game is now in the seventh week and our game is now in beta, and this will be my last blog post on this project.
Under this week we had the beta presentation, and this week I have only fixed allot of small things in our game. So […]

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Program: Programming

What’s Next? How did it go?

Hello again. This last week has been very relaxed and easy, this Monday we had the BETA deadline along with every single group’s BETA presentation. A very long and rough day for many students. But it was still very satisfying to know that we only have one last milestone left in this project. That milestone is the Final version of the game. We have about 10 days including weekends to finish our game from that BETA deadline. Meaning that the […]

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What’s Next? How did it go?

Hello again. This last week has been very relaxed and easy, this Monday we had the BETA deadline along with every single group’s BETA presentation. A very long and rough day for many students. But it was still very satisfying to know that we only have one last milestone left in this project. That milestone is the Final version of the game. We have about 10 days including weekends to finish our game from that BETA deadline. Meaning that the […]

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UI Attracts Ur Eye

The post this week will be entirely focused on graphics, wohoo. In this post I will detail the design decisions behind the GUI artefacts I made for our game, and I will list the principles that guided me while making the assets.
 
In-Game GUI
Due to the importance of conveying gameplay relevant information to the player in real time, the in-game GUI took priority and was an element I started working on early in the project.
I started with what I deemed most important […]

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Program: Graphics

UI Attracts Ur Eye

The post this week will be entirely focused on graphics, wohoo. In this post I will detail the design decisions behind the GUI artefacts I made for our game, and I will list the principles that guided me while making the assets.
 
In-Game GUI
Due to the importance of conveying gameplay relevant information to the player in real time, the in-game GUI took priority and was an element I started working on early in the project.
I started with what I deemed most important […]

/ Comments Off on UI Attracts Ur Eye
Program: Graphics