Monthly Archives: March 2014
Level Design and Sound Generate Mechanic
Level Design
This week has seen some major changes to the map. We’ve changed the colour scheme, added new areas (which means redrawing A LOT of collision, light and entities). I’ve made some pretty extensive mock-ups on paper, and tried changing walkpaths around in order for the Aesthetic goals the game set out to create, to be fulfilled.
Sooo many Areas have been torn down, rebuilt, just to be torn down again and just scrapped. It’s got to be perfect! Although, this […]
Level Design and Sound Generate Mechanic
Level Design
This week has seen some major changes to the map. We’ve changed the colour scheme, added new areas (which means redrawing A LOT of collision, light and entities). I’ve made some pretty extensive mock-ups on paper, and tried changing walkpaths around in order for the Aesthetic goals the game set out to create, to be fulfilled.
Sooo many Areas have been torn down, rebuilt, just to be torn down again and just scrapped. It’s got to be perfect! Although, this […]
Game Development- Introduction. Blog Post – 4
Playtesting is approaching and so even the Beta presentation. We have manged to put together a playable game but we still missing some important parts to really call it a Beta. As it is right now the game is too difficult and the player dont get any feedback about what happens. Feed back is something we working on right now because it’s important for the player to be able to figure out what to do in some situations, otherwise it […]
Game Development- Introduction. Blog Post – 4
Playtesting is approaching and so even the Beta presentation. We have manged to put together a playable game but we still missing some important parts to really call it a Beta. As it is right now the game is too difficult and the player dont get any feedback about what happens. Feed back is something we working on right now because it’s important for the player to be able to figure out what to do in some situations, otherwise it […]
All GUI and no animation makes William a dull boy (but nah, it’s cool)
This week has been quite different from the previous ones. Up until today, I have worked almost entirely on designing characters and animating them. However, our programmers are now busy working on putting the animations we already have to use, and we are not that likely to add many more, if any at all. This has resulted in this week becoming devoid of animation, and instead, I have been tasked with designing parts of the GUI.
The one item that I […]
All GUI and no animation makes William a dull boy (but nah, it’s cool)
This week has been quite different from the previous ones. Up until today, I have worked almost entirely on designing characters and animating them. However, our programmers are now busy working on putting the animations we already have to use, and we are not that likely to add many more, if any at all. This has resulted in this week becoming devoid of animation, and instead, I have been tasked with designing parts of the GUI.
The one item that I […]
Game Development- Introduction. Blog Post – 4
Playtesting is approaching and so even the Beta presentation. We have manged to put together a playable game but we still missing some important parts to really call it a Beta. As it is right now the game is too difficult and the player dont get any feedback about what happens. Feed back is something we working on right now because it’s important for the player to be able to figure out what to do in some situations, otherwise it […]
Game Development- Introduction. Blog Post – 4
Playtesting is approaching and so even the Beta presentation. We have manged to put together a playable game but we still missing some important parts to really call it a Beta. As it is right now the game is too difficult and the player dont get any feedback about what happens. Feed back is something we working on right now because it’s important for the player to be able to figure out what to do in some situations, otherwise it […]
4th blog post of 10 Week Project – Designing The End Game Boss
Since the beta is next week, we have tried to finish the design of the end game boss.
The enemies of the game are made of three elemental types and it was decided that the boss would possess all of these elements. What element she is currently using will be shown by changing the color of the sprite and by having different projectiles/attacks for each element. The visual representation of our boss will be somewhat like the lost souls but wearing […]
4th blog post of 10 Week Project – Designing The End Game Boss
Since the beta is next week, we have tried to finish the design of the end game boss.
The enemies of the game are made of three elemental types and it was decided that the boss would possess all of these elements. What element she is currently using will be shown by changing the color of the sprite and by having different projectiles/attacks for each element. The visual representation of our boss will be somewhat like the lost souls but wearing […]
4th blog post of 10 Week Project – Designing The End Game Boss
Since the beta is next week, we have tried to finish the design of the end game boss.
The enemies of the game are made of three elemental types and it was decided that the boss would possess all of these elements. What element she is currently using will be shown by changing the color of the sprite and by having different projectiles/attacks for each element. The visual representation of our boss will be somewhat like the lost souls but wearing […]
4th blog post of 10 Week Project – Designing The End Game Boss
Since the beta is next week, we have tried to finish the design of the end game boss.
The enemies of the game are made of three elemental types and it was decided that the boss would possess all of these elements. What element she is currently using will be shown by changing the color of the sprite and by having different projectiles/attacks for each element. The visual representation of our boss will be somewhat like the lost souls but wearing […]
Animations and life
To live is the rarest thing in the world. Most people exist, that is all. – Oscar Wilde
What is life without motion? What is motion without joy? What is joy without soul?
In the beginning of development to our game (https://lindermeister.wordpress.com/2014/02/01/week-2-of-game-development/) we didn’t lay so much emphasize on animation. Me personally thought that as it was a top down shooter, animation would come in fourth place as it isn’t very detailed animations you can do. We don’t have those […]
Animations and life
To live is the rarest thing in the world. Most people exist, that is all. – Oscar Wilde
What is life without motion? What is motion without joy? What is joy without soul?
In the beginning of development to our game (https://lindermeister.wordpress.com/2014/02/01/week-2-of-game-development/) we didn’t lay so much emphasize on animation. Me personally thought that as it was a top down shooter, animation would come in fourth place as it isn’t very detailed animations you can do. We don’t have those […]
Sprint planning + progression (?)
As usual I am going to write about the past week and what I’ve done as a coder in the group. So last week I had a bunch of things to, and the following picture showes what the assigned tasks were that I was expected to do:
As you can see there were a total of eight artifacts and the estimated work hours summed up to a total of whopping 52 hours in a week, so it isn’t hard to […]
Sprint planning + progression (?)
As usual I am going to write about the past week and what I’ve done as a coder in the group. So last week I had a bunch of things to, and the following picture showes what the assigned tasks were that I was expected to do:
As you can see there were a total of eight artifacts and the estimated work hours summed up to a total of whopping 52 hours in a week, so it isn’t hard to […]
A week of polish.
This week has been spent doing all sorts of small, often un-noticeable things.
I created a key, which will act like an indicator- To show the player which keys has been collected. This is the only piece of actual HUD we’ll use, but we deem it necessary as we do not want to confuse the player; which key did he just pick up? Was it blue? Maybe green?
Below is the first Mockup I created with HUD in mind:
And here’s the […]
A week of polish.
This week has been spent doing all sorts of small, often un-noticeable things.
I created a key, which will act like an indicator- To show the player which keys has been collected. This is the only piece of actual HUD we’ll use, but we deem it necessary as we do not want to confuse the player; which key did he just pick up? Was it blue? Maybe green?
Below is the first Mockup I created with HUD in mind:
And here’s the […]
Project Terminal – Menu Buttons!
Is this week seven? I feel like as it might as well be week four. Time goes so fast! But yes, we have almost spent two months on this project and what was mere ideas is now starting to become reality. It’s quite amazing to see.
Now when the game itself has got some flesh on it’s bones it’s time to pay some attention on all the other aspects around a game, like the game menu. One might think that it’s […]
Project Terminal – Menu Buttons!
Is this week seven? I feel like as it might as well be week four. Time goes so fast! But yes, we have almost spent two months on this project and what was mere ideas is now starting to become reality. It’s quite amazing to see.
Now when the game itself has got some flesh on it’s bones it’s time to pay some attention on all the other aspects around a game, like the game menu. One might think that it’s […]
A breeze of fresh air
This week, as opposed to last week, I’ve been doing quite a lot of work.
I started the week with doing some small things to make the environment look less empty. An empty environment is something that really affects the feel of a game. Sometimes, if you do it on purpose, like in Mirrors edge for example it can work really well, making the game world feel like a fantasy, a dream, something perfect. But if your game world is empty […]
A breeze of fresh air
This week, as opposed to last week, I’ve been doing quite a lot of work.
I started the week with doing some small things to make the environment look less empty. An empty environment is something that really affects the feel of a game. Sometimes, if you do it on purpose, like in Mirrors edge for example it can work really well, making the game world feel like a fantasy, a dream, something perfect. But if your game world is empty […]
A breeze of fresh air
This week, as opposed to last week, I’ve been doing quite a lot of work.
I started the week with doing some small things to make the environment look less sterile. A sterile and empty environment is something that really affects the feel of a game. Sometimes, if you do it on purpose, like in Mirrors edge for example it can work really well, making the game world feel like a fantasy, a dream, something perfect. But if your game world […]
A breeze of fresh air
This week, as opposed to last week, I’ve been doing quite a lot of work.
I started the week with doing some small things to make the environment look less sterile. A sterile and empty environment is something that really affects the feel of a game. Sometimes, if you do it on purpose, like in Mirrors edge for example it can work really well, making the game world feel like a fantasy, a dream, something perfect. But if your game world […]