Browsing '5SD033': Introduction to Game Development

Sewing an optionsmenu

One week left until final. As graphic artists we are running out of things to do, and are mostly just polishing what we have, and adding some extras. One of those extras was that of a background for our options menu.
In our main menu screen, the options are reached by clicking on the sewing machine.

 
As such, we wanted some continuity and chose to switch the screen to one centering on the sewing machine itself, and center all the options […]

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Program: Graphics

Sewing an optionsmenu

One week left until final. As graphic artists we are running out of things to do, and are mostly just polishing what we have, and adding some extras. One of those extras was that of a background for our options menu.
In our main menu screen, the options are reached by clicking on the sewing machine.

 
As such, we wanted some continuity and chose to switch the screen to one centering on the sewing machine itself, and center all the options […]

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Program: Graphics

Inter Level Score Screen WIP

Here we are, the beta is almost a week gone and life seems to go on more or less as usual.
This week we have been trimming our future plans a bit in order to make sure that the game will be as good as possible. Kill your darlings as it were. Luckily we were always aware that we would most likely be forced to cut some content and we had already more or less decided what would be cut if […]

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Program: Graphics

Inter Level Score Screen WIP

Here we are, the beta is almost a week gone and life seems to go on more or less as usual.
This week we have been trimming our future plans a bit in order to make sure that the game will be as good as possible. Kill your darlings as it were. Luckily we were always aware that we would most likely be forced to cut some content and we had already more or less decided what would be cut if […]

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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

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

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

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

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

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

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

Death

Last week I finally finished the death animation for the main character in “Terminal”, this turned out to be quite a challenge. I found it very difficult imagining how one would fall when dying and I did some sketches of how she might look when lying on the floor. I thought about googleing “dead girl” but I was afraid of what I would see so I just had to use my imagination.
I had one “death pose” that I liked although […]

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Program: Graphics

Death

Last week I finally finished the death animation for the main character in “Terminal”, this turned out to be quite a challenge. I found it very difficult imagining how one would fall when dying and I did some sketches of how she might look when lying on the floor. I thought about googleing “dead girl” but I was afraid of what I would see so I just had to use my imagination.
I had one “death pose” that I liked although […]

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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 […]

/ Comments Off on Barely any coding this week :/
Program: Programming