Today’s post is by our Programmers, Nuno and Øyvind, and is a short introduction to how they work when coding Shadow Puppeteer.
Hey. This is the programmers speaking. We’ve taken over the blog for today, and we are going to enrich your lives with the joys of programming.
Just to catch you up to speed for those who don’t know, Shadow Puppeteer is being developed in the Unity 3D engine, where we are using C# as the main programming language (out of the three supported ones).
So, some of you might be asking, what does the programmer actually do?
Today we want to share with you the news about our local testing event.
It’s next Thursday, October 24th from 6pm – 8:30pm. It will be held at the offices for Hamar Game Collective in the middle of Hamar (Torggata 74)
We hope that those of you who are in the area will attend. We’re really interested in all kinds of feedback on how the game is experienced.
Today we’ll write about the design process for the main villain: The Shadow Puppeteer!
Compared to the development of the Boy where the focus lay primarily on the physical aspects, the development of the Puppeteer was much more psychological.
When creating a villain you have to decide what makes him or her a villain and what «brand» of evil that is. With the Puppeteer we had to consider this: Is he aware of his actions and the consequences? Is he dumb? Is he intelligent?
Testing is an essential part of developing a game. Today we’re taking you through the part of our game development that is directly related to testing.
Testing is always an exciting part of development. For the new developers it means that you have to overcome your fears and show off what you have made. You have to understand that there is a difference between people criticising your game, and criticising you.