Daily Archives: May 3, 2014
Alpha Update
I thought I would just give you a quick update of how the Alpha presentation for our GGC project, went. So yesterday we first held a short presentation, covering the original concept, changes that had been made and what had been going well and not so well. After that we got to show the game to the audience before getting feedback from the three teachers present. As usual it was Oskar (Lead Designer) and I that presented, we got to […]
Alpha Update
I thought I would just give you a quick update of how the Alpha presentation for our GGC project, went. So yesterday we first held a short presentation, covering the original concept, changes that had been made and what had been going well and not so well. After that we got to show the game to the audience before getting feedback from the three teachers present. As usual it was Oskar (Lead Designer) and I that presented, we got to […]
The Puzzle Manager
Learning from the technical aspects of implementing puzzles and level events in CoBots, I was determined to come up with a solution for implementing the puzzles that generally would be easier to work with.The system had to fulfill the following requirements:
Easy to visualize
Quickly being able to grasp how things are tied together saves a lot of time in the long run and makes it a lot easier for someone else other than the initial author to grasp the system
Easily interchangeable prefabs
When working […]
The Puzzle Manager
Learning from the technical aspects of implementing puzzles and level events in CoBots, I was determined to come up with a solution for implementing the puzzles that generally would be easier to work with.The system had to fulfill the following requirements:
Easy to visualize
Quickly being able to grasp how things are tied together saves a lot of time in the long run and makes it a lot easier for someone else other than the initial author to grasp the system
Easily interchangeable prefabs
When working […]
Big Game Project Week 5
This week I have been working some more on menus, player movement and animation implementation. I have also added some feedback effects to the player.
Squash system fix and broken
Last week I created a system for squashing the player, it made him scale in the Y axis for example when he landed on the ground after performing a jump. This week I noticed that it was not functioning properly. It sometimes looked like the player was trying to have to scales […]
Big Game Project Week 5
This week I have been working some more on menus, player movement and animation implementation. I have also added some feedback effects to the player.
Squash system fix and broken
Last week I created a system for squashing the player, it made him scale in the Y axis for example when he landed on the ground after performing a jump. This week I noticed that it was not functioning properly. It sometimes looked like the player was trying to have to scales […]
Big game project – E.R.A – Eternal Resonance Arena – Post 3
This week has been a rather productive one, by the end of last week we realized we had to cut down some of the features we previously wanted. The programmers had been getting behind their schedual a bit and so we removed some features and Daniel our lead design / producer wrote a list of the most necessary things we had to have for GGC. These changes did not affect the graphical part a lot, some very small elements were […]
Big game project – E.R.A – Eternal Resonance Arena – Post 3
This week has been a rather productive one, by the end of last week we realized we had to cut down some of the features we previously wanted. The programmers had been getting behind their schedual a bit and so we removed some features and Daniel our lead design / producer wrote a list of the most necessary things we had to have for GGC. These changes did not affect the graphical part a lot, some very small elements were […]
Big game project – E.R.A – Eternal Resonance Arena – Post 3
This week has been a rather productive one, by the end of last week we realized we had to cut down some of the features we previously wanted. The programmers had been getting behind their schedual a bit and so we removed some features and Daniel our lead design / producer wrote a list of the most necessary things we had to have for GGC. These changes did not affect the graphical part a lot, some very small elements were […]
Big game project – E.R.A – Eternal Resonance Arena – Post 3
This week has been a rather productive one, by the end of last week we realized we had to cut down some of the features we previously wanted. The programmers had been getting behind their schedual a bit and so we removed some features and Daniel our lead design / producer wrote a list of the most necessary things we had to have for GGC. These changes did not affect the graphical part a lot, some very small elements were […]
Week 5 ERA Daniel Svensson
Welcome to week 5!
This weeks has been brutal to my team and especially the programmers. We have been scrambling to get our alpha together, it felt like we would never make it but to our surprise and astonishment we did!
The alpha contains almost all the core game play features we wanted to include in the game except two (Snappy and capture nodes). Unfortunately when we were going to display the alpha we had a bug that basically made our latest […]
Week 5 ERA Daniel Svensson
Welcome to week 5!
This weeks has been brutal to my team and especially the programmers. We have been scrambling to get our alpha together, it felt like we would never make it but to our surprise and astonishment we did!
The alpha contains almost all the core game play features we wanted to include in the game except two (Snappy and capture nodes). Unfortunately when we were going to display the alpha we had a bug that basically made our latest […]
Alpha build
This week I’ve been working a lot on the level, to place out prefabs and make sure that it looks right. I haven’t had a part in the level design itself, but instead my task is the environmental design, to make sure that the level looks good and interesting for the player. To do that, I need a lot of meshes to texture and make prefabs of, and since we didn’t have too many I also modelled a lot, which means […]
Alpha build
This week I’ve been working a lot on the level, to place out prefabs and make sure that it looks right. I haven’t had a part in the level design itself, but instead my task is the environmental design, to make sure that the level looks good and interesting for the player. To do that, I need a lot of meshes to texture and make prefabs of, and since we didn’t have too many I also modelled a lot, which means […]