Browsing '5SD033': Introduction to Game Development

Haunted Light 2014-02-20 SoundManager

This week I have been working on the sound manager for our game, I started of trying to translate the sound manager we had been using in SDL. I almost immediately changed my mind about the translation because of a quick google search.
SFML Handles sounds and music a bit differently than SDL. Instead of loading in entire files and then playing them, SFML handles sounds and music almost as it handles sprites. This however makes the program take an extra step […]

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Program: Programming

Haunted Light 2014-02-20 SoundManager

This week I have been working on the sound manager for our game, I started of trying to translate the sound manager we had been using in SDL. I almost immediately changed my mind about the translation because of a quick google search.
SFML Handles sounds and music a bit differently than SDL. Instead of loading in entire files and then playing them, SFML handles sounds and music almost as it handles sprites. This however makes the program take an extra step […]

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Program: Programming

Weekly Blog Post

For this week’s blog assignment I thought I would tell you about the idle animation I created.

We decided that we wanted to have an idle animation before the Alpha-presentation tomorrow as it would look better than having her moving all the time.  Before starting I thought it would probably be really easy compared to the animations I have previously created but I had a really hard time getting started. I found that it is easier to move arms and […]

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Program: Graphics

Weekly Blog Post

For this week’s blog assignment I thought I would tell you about the idle animation I created.

We decided that we wanted to have an idle animation before the Alpha-presentation tomorrow as it would look better than having her moving all the time.  Before starting I thought it would probably be really easy compared to the animations I have previously created but I had a really hard time getting started. I found that it is easier to move arms and […]

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Program: Graphics

The Moth Who Caused Trouble

It is all there in the title. One of the bosses is depicted as a moth, and he royally kicked my butt.
The Version That Came Before
So, I was tasked with the creation of one of the bosses in our game. What we had decided on was that he would be a dictating moth, thinking he was far above the player in status, just sitting on his throne sending minion to fight the player. A fun concept, who knew it would […]

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Program: Graphics

The Moth Who Caused Trouble

It is all there in the title. One of the bosses is depicted as a moth, and he royally kicked my butt.
The Version That Came Before
So, I was tasked with the creation of one of the bosses in our game. What we had decided on was that he would be a dictating moth, thinking he was far above the player in status, just sitting on his throne sending minion to fight the player. A fun concept, who knew it would […]

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Program: Graphics

The Wasp, the Warror, the Goon

The first Enemy you will face in our game, is the unit known only as ‘the Warrior’. He is your basic melee attacker, and will walk up to you and try to strike you down.
Since all our enemies are supposed to be bugs, we did not have too many different options to chose for the warrior role. In the end, it came down to either a moth, due to their habit of eating clothes, or a wasp, due to their […]

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Program: Graphics

The Wasp, the Warror, the Goon

The first Enemy you will face in our game, is the unit known only as ‘the Warrior’. He is your basic melee attacker, and will walk up to you and try to strike you down.
Since all our enemies are supposed to be bugs, we did not have too many different options to chose for the warrior role. In the end, it came down to either a moth, due to their habit of eating clothes, or a wasp, due to their […]

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Program: Graphics

Completing the GDD

In this 2nd post I will write about the final game design document, and the difference between the first one and the second one I wrote about in the previous post. Note that both are in english. Why I didn’t wrote (or write) anything in swedish when I have the choice to is because I can reach to more people if it is in english. Since working in the gaming industry can have international people as well, it might as […]

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Program: Programming

Completing the GDD

In this 2nd post I will write about the final game design document, and the difference between the first one and the second one I wrote about in the previous post. Note that both are in english. Why I didn’t wrote (or write) anything in swedish when I have the choice to is because I can reach to more people if it is in english. Since working in the gaming industry can have international people as well, it might as […]

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Program: Programming

Treshhold overcomed

This week has been a series of half-assed opinions and motivations boosts for our group. We’ve been working on getting our orientation between our states better handled, getting sound into our game, customizing our character and getting a score to show up on the screen. Our producer have been tackled with the presentation assignment and working out the documentation for our group while I took a leave of absent from being a lead designer(when it came to documentation) and focused […]

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Program: Programming

Treshhold overcomed

This week has been a series of half-assed opinions and motivations boosts for our group. We’ve been working on getting our orientation between our states better handled, getting sound into our game, customizing our character and getting a score to show up on the screen. Our producer have been tackled with the presentation assignment and working out the documentation for our group while I took a leave of absent from being a lead designer(when it came to documentation) and focused […]

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Program: Programming

Bad day(sort of)

It got a bit late last night so i decided to write the blog post today instead. 
Yesterday i worked alone adding an attack method for the player which depended which weapon the player had equipped at the current time, i had limited success and decided i should wait until the collisions and items had been implemented before doing it. 
During the afternoon i worked on re-implementing the collision between player-Guard and player-Exit, i did this by moving them from the Engine […]

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Program: Programming

Bad day(sort of)

It got a bit late last night so i decided to write the blog post today instead. 
Yesterday i worked alone adding an attack method for the player which depended which weapon the player had equipped at the current time, i had limited success and decided i should wait until the collisions and items had been implemented before doing it. 
During the afternoon i worked on re-implementing the collision between player-Guard and player-Exit, i did this by moving them from the Engine […]

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Program: Programming

Soundripples

Prepare for a long blog post. Go get some coffee or something becuase here we go (:
Since we make a stealth action game we needed to handle light and sound in a smart way since guards will see or hear you.Since I already made a blogpost about the light I wont bring it up except small parts of it. This post will focus on the hearing detection of the guards.
What did I need?Our main character and the guards will emit […]

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Program: Programming

Soundripples

Prepare for a long blog post. Go get some coffee or something becuase here we go (:
Since we make a stealth action game we needed to handle light and sound in a smart way since guards will see or hear you.Since I already made a blogpost about the light I wont bring it up except small parts of it. This post will focus on the hearing detection of the guards.
What did I need?Our main character and the guards will emit […]

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Program: Programming

Back to programming!

So last week I finished the Design document so this week I got start programming again. So on Monday we had our usual scrum meeting were I chose to do parts of the user interface. In more detail my assignment was doing the health bar, ammo bar and arrows.
Now I began doing the health bar because that was the most important U.I feature to get done before the alpha launch. We needed a health bar that was going to fill […]

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Program: Programming

Back to programming!

So last week I finished the Design document so this week I got start programming again. So on Monday we had our usual scrum meeting were I chose to do parts of the user interface. In more detail my assignment was doing the health bar, ammo bar and arrows.
Now I began doing the health bar because that was the most important U.I feature to get done before the alpha launch. We needed a health bar that was going to fill […]

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Program: Programming

Working with the UI

Hello again, it’s time for another post about our 10 week project “Possession”!
This week I started on working with the User Interface. The UI is what the player can see on the screen, such as health bars and current power-ups. This artifact can be a little difficult to work with, since I have to discuss a lot about what looks good, and how we want the  UI to look in game. I started out drawing icons for the elements fire, […]

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Program: Graphics

Working with the UI

Hello again, it’s time for another post about our 10 week project “Possession”!
This week I started on working with the User Interface. The UI is what the player can see on the screen, such as health bars and current power-ups. This artifact can be a little difficult to work with, since I have to discuss a lot about what looks good, and how we want the  UI to look in game. I started out drawing icons for the elements fire, […]

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Program: Graphics

Game project – The week of the Trees

First of im gonna start with talking about the last post. In the parallax picture you could se a soft mist around the mountains. I changed that to fit the art style we are going for.
Here you can see it. I made a swirly and strong mist instead of the soft one.

And now to what I have been working on this week.
Trees I have mainly worked on trees for the background. I don’t know how many I have done […]

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Program: Graphics

Game project – The week of the Trees

First of im gonna start with talking about the last post. In the parallax picture you could se a soft mist around the mountains. I changed that to fit the art style we are going for.
Here you can see it. I made a swirly and strong mist instead of the soft one.

And now to what I have been working on this week.
Trees I have mainly worked on trees for the background. I don’t know how many I have done […]

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Program: Graphics

Tuesday Update

It has been a while since my last post now, much due to the workload of our current courses. As expected I did not finish the animations I had planned on completing last week. I did manage to finish the sneak animation although it is still colourless, an effect that was very much appreciated in the game. We had not originally planned on having her colours look different when sneaking but considering the strong visual feedback it provides we are […]

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Program: Graphics

Tuesday Update

It has been a while since my last post now, much due to the workload of our current courses. As expected I did not finish the animations I had planned on completing last week. I did manage to finish the sneak animation although it is still colourless, an effect that was very much appreciated in the game. We had not originally planned on having her colours look different when sneaking but considering the strong visual feedback it provides we are […]

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Program: Graphics