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| more visibility by omitting some connection lines and better information on the links by added parents and child ids |
A blog about games, game design and other aspects of my life that I feel like sharing
Sunday, 30 June 2013
Student Project V: Adventure Toolkit - Progress and more
Sunday, 26 May 2013
Student Project V: Adventure Tool Kit - Introduction, progress and more
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| Complex dialogue with multiple "hubs", I used the first dialogue of "Magic of Innocence" as an example node network. |
Sunday, 14 April 2013
Cookie X - Some Progress and Plans for the Future
Saturday, 2 March 2013
Student Project IV - Post Mortem
The fourth student project at the Games Academy is at an end.
It was quite a challenging project, unfortunately not because of high technical difficulty but because of endurance and staying focussed. We struggled to find a vision we all could live with and could work on, which resulted in a lot of unnecessary work and motivational problem for most team members. We found our vision about three quarters in the given time and had all to work overtime to finish it. I initially wanted to work on Cookie X on the weekends but there was not time for it and I even had to cancel on parties and seeing friends.
The problem was that a helicopter is not really suitable as a vehicle in a racing game, so the game designer played around with different mechanics until he found the "taxi mode", where the player has to transport items from one place in the room to another. Ideas like a rescue helicopter or a real taxi helicopter were tested but not fun enough for us. We wanted something different. And that we found.
Why not build a city out of building blocks via helicopter. That idea was kind of strange at first but combined with a mechanic to pick up blocks and a kind of 3d blueprint of the building to build, it worked. The player controls the helicopter, flies around the room, can pick up blocks of different shape and size that are distributed all over the room, fly with them to a designated building place and drop the block at the right spot in the blueprint.
To accomplish that we build the mechanics and made play tests but the pick up process and the placing inside the blue print was quite difficult. With a target group of casual mobile gamers in mind, the controls were far too difficult. After a long period of time (one programmer being absent helping his wife with their new born kid), we managed to fix even that and in the end we had a nice little casual on the android platform.
Like I mentioned in the previous post, I worked on the UI, menu and asset integration. Unity has some problems with 3rd party revision tools like SVN, so we had some difficulties there but after some mistakes we managed to overcome that obstacle as well. Another curiosity is that 3d models imported into Unity are scaled down to 0.01 of their original size by default. There is a scale option but while importing a bunch of models it was overlooked, which had unwanted results and I was the only one charged with integrating all assets after that. For a mobile project we needed to limit the draw calls as much as possible but if there are two instances of the same model (which use the same material) inside a scene but they are scaled in Unity they will produce two separate draw calls. So, all models had to be scaled outside of Unity and the material had to be versatile enough to be used on as many models as possible. Unity is able to combine meshes that use the same material and that are switched to static (if it is not moved) reducing the draw calls and thereby boosting the performance on mobile devices.
Due to the short time frame at the end of the project we could not implement all the needed tweaks to make the game work with older or less powerful devices than my tablet but we will do so during the next few weeks.
Tuesday, 6 November 2012
Student Project IV - Introduction
The fourth semester started about a month ago and my next student project is nearing its first prototype.
The idea is to have one of these remote controlled toy helicopters and be able to fly around in a kids room. Our target platform is Android, mostly tablets but maybe we might get it polished enough to get it to work on phones as well.
There is a game in the Google Play Store that features a toy helicopter but it is more like a simulation. Our goal is to have a game were the player is able to fly through predetermined routes inside our level, collect points or other pickups and will have a control scheme that is easy enough to handle by 12 year olds (or clumsy people like myself ;P ).
We are using Unity as our game engine and my tasks will be UI and code implementation for audio and particle effects, like I did for Hadron. Additionally, my assignments will be performance and asset integration as well as tutoring some of my team mates in Unity.
To avoid any confusion, each new semester project consists of a new idea and a new combination of students. Most of the students that worked on Hadron were in their last semester and have left the Games Academy by now, so most of the students I now work with have never worked with Unity before because it is not part of our regular classes. Some had minor experiences with it but not on a full (student) project.
My new Android Tablet
Some days ago, I got my first android tablet. It was quite a good deal coming with my mobile phone contract, otherwise I might not have bought it.
After installing some apps I also had installed on my phone, I made an android build of Hadron for my own and it runs like a charm :)
The tablet is a Samsung Galaxy Note 10.1 and I am quite impressed with it. Not only does it run games and programs like a charm, its Stylus starts to replace my paper notepad and I am able to send my notes to team mates via email or skype.
This isn't a sales pitch, I am just genially impressed with the tablet...
Sunday, 16 September 2012
Cookie X - Introduction
In one of my classes at the Games Academy we worked with XNA building a side scrolling space shooter. It featured a player ship, some enemies that spawn on the right side of the screen and the player shoots them for points before they collide with the player.
This small project and the fact that the platformer we tried to build as our first student project was never finished convinced me to start a new project, Cookie X. It is called "CookieX" because the original game was called "Revenge of the Cookie" and the new one will be coded in C# and XNA.
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| The brave chocolate chip cookie faces his sworn enemies, the vegetable armies. |
Cookie X will be a simple platformer loosely modelled on Super Mario Bros. The player character is a chocolate chip cookie which has to get to the end of the level despite the vegetable armies trying to stop him.
The simple movement around the screen I could just copy from the space shooter but a platformer needs different kinds of movement and very basic physics simulation.
Monday, 27 August 2012
Student Project III - Post Mortem and More
Monday, 30 April 2012
Game Ideas 02: Old School 2.5 D Point & Click Adventures
Student Project III - Introduction
- http://catlikecoding.com/unity/tutorials/runner/ (a game prototype somewhat similar to our idea)
- http://www.unity3dstudent.com/category/modules/ (some video tutorials on different aspects of Unity)
- http://pastebin.com/TZM50gGY (a health bar in C#)



