Browsing '5SD033': Introduction to Game Development
Game Development and Coding 20 March 2014 – Tutorial Waves
Tutorial Waves
It’s usually a good idea to introduce the different elements of your game gradually over time rather than throwing everything at the player from the very start. That way the player will get acquainted with the controls as well as the different enemy types and their different behaviors.
Our tutorial consists of five waves. The first four introducing the different enemy types and the last introducing a combination of these before the game proper starts. Each wave has a three […]
Game Development and Coding 20 March 2014 – Tutorial Waves
Tutorial Waves
It’s usually a good idea to introduce the different elements of your game gradually over time rather than throwing everything at the player from the very start. That way the player will get acquainted with the controls as well as the different enemy types and their different behaviors.
Our tutorial consists of five waves. The first four introducing the different enemy types and the last introducing a combination of these before the game proper starts. Each wave has a three […]
Gunilla put on ice until further notice.
This week I have been continuing to work on our games boss, Gunilla. Last week I made rough animations of all her actions, attack, idle, elemental switch and death. During this week, I refined the line art of Gunilla and added colour and shadows. We decided to use the same colour as the main characters mask for the bosses one, making them look similar. Making the shadows was difficult, since I’m not very familiar in making shadows in this style […]
Gunilla put on ice until further notice.
This week I have been continuing to work on our games boss, Gunilla. Last week I made rough animations of all her actions, attack, idle, elemental switch and death. During this week, I refined the line art of Gunilla and added colour and shadows. We decided to use the same colour as the main characters mask for the bosses one, making them look similar. Making the shadows was difficult, since I’m not very familiar in making shadows in this style […]
Guard mock-up among other things
This weeks blog post is the most difficult one to do so far and I couldn’t find any image to properly depict my work, so the picture below is the mock-up of how the guards will patrol the building and it also shows where the objective and exit. The reason behind this week being hard to post about is that alot of what I’ve done has been adding in new sprites and testing them out against our floor and the rest […]
Guard mock-up among other things
This weeks blog post is the most difficult one to do so far and I couldn’t find any image to properly depict my work, so the picture below is the mock-up of how the guards will patrol the building and it also shows where the objective and exit. The reason behind this week being hard to post about is that alot of what I’ve done has been adding in new sprites and testing them out against our floor and the rest […]
The week of Gunilla
Hello, this week I worked on the boss for the game. The bosses name is Gunilla. More specifically I worked on the ghostly “fire” part of the boss, my team-mate Alex is working on the mask/face of it.
Here is a picture from it, I don’t have the final mask implemented yet and it the fire part will probably be transparent later. But here is a frame from the idle animation:
The mask is just a rough sketch right now in […]
The week of Gunilla
Hello, this week I worked on the boss for the game. The bosses name is Gunilla. More specifically I worked on the ghostly “fire” part of the boss, my team-mate Alex is working on the mask/face of it.
Here is a picture from it, I don’t have the final mask implemented yet and it the fire part will probably be transparent later. But here is a frame from the idle animation:
The mask is just a rough sketch right now in […]
Simple AI
Hello dear readers,
What is a PvE¹ game if there is no AI²? Even if the AI is fairly simple it will still be better than no AI at all, if nothing else there will be a few laughs about the behaviour of the NPC³.
So in our game we have three distinct enemies:
The Water enemy which is aiming directly at you, or slightly forward from your direction
The Fire enemy, which is aiming slightly above you and slightly below you.
The Wood enemy, which […]
Simple AI
Hello dear readers,
What is a PvE¹ game if there is no AI²? Even if the AI is fairly simple it will still be better than no AI at all, if nothing else there will be a few laughs about the behaviour of the NPC³.
So in our game we have three distinct enemies:
The Water enemy which is aiming directly at you, or slightly forward from your direction
The Fire enemy, which is aiming slightly above you and slightly below you.
The Wood enemy, which […]
6th blog post of 10 Week Project – Sounds for the Game
We did not yet have any sound in the game for the beta, and so this was one of our top priorities for the final. The required sounds for the game were all listed in our scrum document’s product backlog.
At first, we were to have different attack sounds and hit sounds for each enemy and the player, but instead we decided to have different attack and hit sounds for each elemental type. For example, the water enemy and the player […]
6th blog post of 10 Week Project – Sounds for the Game
We did not yet have any sound in the game for the beta, and so this was one of our top priorities for the final. The required sounds for the game were all listed in our scrum document’s product backlog.
At first, we were to have different attack sounds and hit sounds for each enemy and the player, but instead we decided to have different attack and hit sounds for each elemental type. For example, the water enemy and the player […]
Project Haunted Light 14-03-20
I’ve managed to get a lot done these past few days, and at the same time it feels like a lot of unpredictable, slightly bad things have happened. Due to certain reasons Anita, the only other graphical artist in my group, might not be able to work for a while, which I don’t blame her for. This does however leave me as the only graphical artist left. Luckily we’ve both been working hard and managed to finish […]
Project Haunted Light 14-03-20
I’ve managed to get a lot done these past few days, and at the same time it feels like a lot of unpredictable, slightly bad things have happened. Due to certain reasons Anita, the only other graphical artist in my group, might not be able to work for a while, which I don’t blame her for. This does however leave me as the only graphical artist left. Luckily we’ve both been working hard and managed to finish […]
Artifact post: Win and Lose states.
This week’s artifact is the implementation of a Win state and a Lose State.
Previously the only states we’ve had were the Menu State and the Game State. The menu state was the main menu and inherited from a State class and was handled by out StateManager which keeps the current state updating and drawing. The main menu have three buttons, each with a set function to be activated when the button is clicked. The one relevant to this is the […]
Artifact post: Win and Lose states.
This week’s artifact is the implementation of a Win state and a Lose State.
Previously the only states we’ve had were the Menu State and the Game State. The menu state was the main menu and inherited from a State class and was handled by out StateManager which keeps the current state updating and drawing. The main menu have three buttons, each with a set function to be activated when the button is clicked. The one relevant to this is the […]
Artifact : Energy
This time I’ve been working on the Energy artifact, or rather linking it together with previous artifacts such as the Slider bar and the GUI. This is also not visible until you get to the second stage of the game where you grow up and acquire your fishing rod. Its only drawn with color in the second state where you actually have an energy bar. And as the describing color of the bar is white it will reveal itself as […]
Artifact : Energy
This time I’ve been working on the Energy artifact, or rather linking it together with previous artifacts such as the Slider bar and the GUI. This is also not visible until you get to the second stage of the game where you grow up and acquire your fishing rod. Its only drawn with color in the second state where you actually have an energy bar. And as the describing color of the bar is white it will reveal itself as […]
More sound effects and music
Well this week I have been continuing the work on the sound effects and music, hopefully this week I will be done with the sound in its entirety I have gotten all the sound artefacts that are left except for the music for when the guards are in the alerted state.
I’ve been getting a few different sounds that are atmospheric for the game and good indicators for what is happening, such as the sound for locked doors which is a […]
More sound effects and music
Well this week I have been continuing the work on the sound effects and music, hopefully this week I will be done with the sound in its entirety I have gotten all the sound artefacts that are left except for the music for when the guards are in the alerted state.
I’ve been getting a few different sounds that are atmospheric for the game and good indicators for what is happening, such as the sound for locked doors which is a […]
Post-Beta – Terminal Game
This Week
This week has been all about polishing, balancing, play-testing and implementing the last promised features of our game. The game is shaping up to be exactly what we set out to do, which gives me that fuzzy feeling of accomplishment, and pride for my group’s accomplishments as well.
The group has been hard at work finishing up the small projects (such as GUI graphics, additional content of the level and graphical errors) that was put on hold in favor of […]
Post-Beta – Terminal Game
This Week
This week has been all about polishing, balancing, play-testing and implementing the last promised features of our game. The game is shaping up to be exactly what we set out to do, which gives me that fuzzy feeling of accomplishment, and pride for my group’s accomplishments as well.
The group has been hard at work finishing up the small projects (such as GUI graphics, additional content of the level and graphical errors) that was put on hold in favor of […]
GDD Complementary + Playtesting & Balancing
I just realized that this is the last blog post under the tag “5SD033″ to be written mandatory, so I’ll include what I’ve done last week as well as this week’s artifact task.
Like every other group, we had to complement our game design document. Although our teacher said our GDD was one of the easier and better ones, doesn’t mean it was perfect. For instance, in our game we use two police enemies but only one protester, where the police […]
GDD Complementary + Playtesting & Balancing
I just realized that this is the last blog post under the tag “5SD033″ to be written mandatory, so I’ll include what I’ve done last week as well as this week’s artifact task.
Like every other group, we had to complement our game design document. Although our teacher said our GDD was one of the easier and better ones, doesn’t mean it was perfect. For instance, in our game we use two police enemies but only one protester, where the police […]