Daily Archives: February 13, 2014
Artifact blog #1 Collision
Hi. Time to start writing about the game design course!
This past week Hampus and I worked on understanding and using the collision in Box2D. Box2D is a physics engine that works with C++, and while only using it for the collision might seem a bit of an overkill Box2D has such a great variety of usage that learning it now can pay off in later projects as well. As far as collision goes here’s a list of the features Box2D […]
Artifact blog #1 Collision
Hi. Time to start writing about the game design course!
This past week Hampus and I worked on understanding and using the collision in Box2D. Box2D is a physics engine that works with C++, and while only using it for the collision might seem a bit of an overkill Box2D has such a great variety of usage that learning it now can pay off in later projects as well. As far as collision goes here’s a list of the features Box2D […]
1st blog post of 10 Week Project – Lost Souls
My group, Zwölf, chose the game concept Possession written by another group of our class. We will create this game in 10 weeks, and from now on I will choose one artifact from our game to write a blog post about once a week.
____________________________________________________________________________________
Most of my work has been concentrated on writing the game design document, and so this blog post will be about the design of the so called lost souls in our game.
Lost souls are a kind of resource […]
1st blog post of 10 Week Project – Lost Souls
My group, Zwölf, chose the game concept Possession written by another group of our class. We will create this game in 10 weeks, and from now on I will choose one artifact from our game to write a blog post about once a week.
____________________________________________________________________________________
Most of my work has been concentrated on writing the game design document, and so this blog post will be about the design of the so called lost souls in our game.
Lost souls are a kind of resource […]
1st week of 10 Week Project – Lost Souls
My group, Zwölf, chose the game concept Possession written by another group of our class. We will create this game in 10 weeks, and from now on I will choose one artifact from our game to write a blog post about once a week.
____________________________________________________________________________________
Most of my work has been concentrated on writing the game design document, and so this blog post will be about the design of the so called lost souls in our game.
Lost souls are a kind of resource […]
1st week of 10 Week Project – Lost Souls
My group, Zwölf, chose the game concept Possession written by another group of our class. We will create this game in 10 weeks, and from now on I will choose one artifact from our game to write a blog post about once a week.
____________________________________________________________________________________
Most of my work has been concentrated on writing the game design document, and so this blog post will be about the design of the so called lost souls in our game.
Lost souls are a kind of resource […]
Heart of the Machine
When it comes to the design of the health meter for our game I drew many quick design I had on my mind. All just to see what I could come up with.
Overall the design stemmed from having a heart-shaped tank, filled with red goop, that was being surrounded by gears and other steampunk-esque props. So this is a couple of the sketches I made trying to find the one I would continue work on.
[…]
Heart of the Machine
When it comes to the design of the health meter for our game I drew many quick design I had on my mind. All just to see what I could come up with.
Overall the design stemmed from having a heart-shaped tank, filled with red goop, that was being surrounded by gears and other steampunk-esque props. So this is a couple of the sketches I made trying to find the one I would continue work on.
[…]
The Death of a Main Character
This week I have been working on the sprite sheet depicting the death of our main character, having him going through the stages of joining the choir invisible as one mights say.
Starting with him in his regular sneaky pose that everybody in the team have grown to know and love and then having him suddenly jerking up, clutching his chest in confusion and pain before finally falling over and ruining the carpeting of the office or corridor where he […]
The Death of a Main Character
This week I have been working on the sprite sheet depicting the death of our main character, having him going through the stages of joining the choir invisible as one mights say.
Starting with him in his regular sneaky pose that everybody in the team have grown to know and love and then having him suddenly jerking up, clutching his chest in confusion and pain before finally falling over and ruining the carpeting of the office or corridor where he […]
SFX – Dangerous Dander
Early on in the production stage I decided that I wanted to do my own sound effects instead of using pre-recorded ones you can get online through various sound banks. My goal was to try and use midi instruments which is basically a simulated software instrument as much as possible because of the simplicity, I can easily modulate sounds through the use of effects and pre-amps, my favorite effects is a nifty little thing called Bit-Crusher, it adds a sort of […]
SFX – Dangerous Dander
Early on in the production stage I decided that I wanted to do my own sound effects instead of using pre-recorded ones you can get online through various sound banks. My goal was to try and use midi instruments which is basically a simulated software instrument as much as possible because of the simplicity, I can easily modulate sounds through the use of effects and pre-amps, my favorite effects is a nifty little thing called Bit-Crusher, it adds a sort of […]
SFX – Dangerous Dander
Early on in the production stage I decided that I wanted to do my own sound effects instead of using pre-recorded ones you can get online through various sound banks. My goal was to try and use midi instruments as much as possible because of the simplicity, I can easily modulate sounds through the use of effects and pre-amps, my favorite effects is a nifty little thing called Bit-Crusher, it adds a sort of Super Mario 32-bit feel to the sound. Early on in the production stage I decided that I wanted to do my own sound effects instead of using pre-recorded ones you can get online through various sound banks. My goal was to try and use midi instruments as much as possible because of the simplicity, I can easily modulate sounds through the use of effects and pre-amps, my favorite effects is a nifty little thing called Bit-Crusher, it adds a sort of Super Mario 32-bit feel to the sound.
SFX – Dangerous Dander
Pre-alpha
I would have done a blog post when i got home last night but it was past eleven so i figured i’d do it today.
Yesterday we had a seminar about genus through history on which i did coding and wrote my weekly blog post, during the afternoon i has second thoughts about going to the worskshop but in the end i did it anyways, might as well as Leo couldn’t make it to school until right after it ended. We spent […]
Pre-alpha
I would have done a blog post when i got home last night but it was past eleven so i figured i’d do it today.
Yesterday we had a seminar about genus through history on which i did coding and wrote my weekly blog post, during the afternoon i has second thoughts about going to the worskshop but in the end i did it anyways, might as well as Leo couldn’t make it to school until right after it ended. We spent […]
Game Development and Coding 13 Feb 2014 – Collider class
The Collider Class.
Last week I worked on the collider class. Mostly I worked on the class’ overlap methods. Each object in the game that’s capable of colliding with something has its own collider as a member.
It is the Collider that determines the actual position of the object it is a member of.
The Collider has a position in the form of a pair of coordinates on the x-axis and the y-axis. The Collider also has a pair of values that determines […]
Game Development and Coding 13 Feb 2014 – Collider class
The Collider Class.
Last week I worked on the collider class. Mostly I worked on the class’ overlap methods. Each object in the game that’s capable of colliding with something has its own collider as a member.
It is the Collider that determines the actual position of the object it is a member of.
The Collider has a position in the form of a pair of coordinates on the x-axis and the y-axis. The Collider also has a pair of values that determines […]
The baton of Futura
This is the baton icon which will be represented in the interface when the baton is wielded. The idea behind it, as with all the weaponry and objects, was to take something old and make it new while still keeping the old feel. We did the same thing with the gun we designed for the game, we took an old revolver and made it more futuristic. Doing so with a baton is difficult because there isn’t a lot of […]
The baton of Futura
This is the baton icon which will be represented in the interface when the baton is wielded. The idea behind it, as with all the weaponry and objects, was to take something old and make it new while still keeping the old feel. We did the same thing with the gun we designed for the game, we took an old revolver and made it more futuristic. Doing so with a baton is difficult because there isn’t a lot of […]
The baton of Futura
This is the baton icon which will be represented in the interface when the baton is wielded. The idea behind it, as with all the weaponry and objects, was to take something old and make it new while still keeping the old feel. We did the same thing with the gun we designed for the game, we took an old revolver and made it more futuristic. Doing so with a baton is difficult because there isn’t a lot of […]
The baton of Futura
This is the baton icon which will be represented in the interface when the baton is wielded. The idea behind it, as with all the weaponry and objects, was to take something old and make it new while still keeping the old feel. We did the same thing with the gun we designed for the game, we took an old revolver and made it more futuristic. Doing so with a baton is difficult because there isn’t a lot of […]
Reflektion av veckans arbete
Den här veckan la jag det jag höll på med åt sidan därför jag blev ombedd att skapa en enemy till alpha. Det skulle vara en fisk som inte stack ut mycket och som skulle passa att dupliceras många gånger. Den skulle passa in i stora stim och kännas neutral. Den skulle inte ha så mycket karaktär eller några i ögon fallande aspekter. Jag fann inspiration från sardiner. Så jag började med att skissa fram något enkelt i photoshop, som […]
Reflektion av veckans arbete
Den här veckan la jag det jag höll på med åt sidan därför jag blev ombedd att skapa en enemy till alpha. Det skulle vara en fisk som inte stack ut mycket och som skulle passa att dupliceras många gånger. Den skulle passa in i stora stim och kännas neutral. Den skulle inte ha så mycket karaktär eller några i ögon fallande aspekter. Jag fann inspiration från sardiner. Så jag började med att skissa fram något enkelt i photoshop, som […]