torsdag 16 februari 2017

Visual feedback

Visual feedback


Hi i'm Kevin! I'm the second programmer and the lead sound designer of the group Fenrir. Our group is making the game "Bullet Hack". This week our group has been getting ready for the alpha presentation but the actual game was meeting the requirements already at the start of the week, so the only thing we needed for the presentation was the powerpoint and a title screen. so while the project manager and graphic artist started working on that I decided to start working on the feedback we got from the play testing session we had on Monday.

So this week I have been making the visual feedback of the player getting hit by bullets, since this was one of the things that a lot of people said they felt missing. So what i have done is making the player flash red when hit for one second.

 So to do this I used a ienumerator where I changed the colors of the player to red and then I used "waitforseconds" and changed back afterwards. I put this in a for loop, in the beginning this did not work, instead of flashing red the player became invisible and i couldn't figure out why, but then at the programming workshop on Wednesday I asked our teacher Håkan Mattsson about it and it turned out that the alpha color of the color that i changed the ship to was at zero which made the ship transparent.

So if you'r changing the color of something the way I did remember that the default "Color" variables are set to zero on the alpha color.

I haven't implemented a sound for when you get hit yet, but I will be doing this next. The most important thing for the game right now that I and the lead programmer of our group are going to do is the graphical user interface which is the thing that i will be focusing on now and probably talk about next week.

1 kommentar:

  1. Hey, Kevin!
    Good thing you solved your problem there. In fact, good thing for mentioning the hindrance you stumbled upon as it made the post more interesting than it would be if you'd just tell the process of your work as an uneventful timeline.

    I think you're being clear in both what you've been doing and the motives of it, even though the background in the first paragraph is only slightly interesting and a bit redundant compared to the rest of the post's content.

    The method you used for implementing your visual feedback is interesting, and it seems much more efficient than how I'd do it. Only recently have I begun to utilise IEnumerators, and I realise they're a good method for even less code. You just have to read into it to understand. I was just a bit bewildered why you put your IEnumerator in a for loop and some explanations for that could have helped you (reach the maximum amount of words) fill your post with more content and enlightened your readers.

    However, your post isn't without any enlightenment at all, since you tell your readers what to keep in mind in order to prevent the problem that you got.

    The picture of your post could at least do with a zoom in to the gameplay screen. As a matter of fact, that picture is not as relevant as you'd perhaps think. A recommendation from me is to show your visual feedback with something like a .gif so your results is being shown properly. That is if you care for so much.
    - Antonio Ackalin

    SvaraRadera