Yearly Archives: 2014

Production Week 6: Strong stuff, High town and Attack fixes

This week more iteration of the game has been made. This blog post will go into further detail of some of the changes to the cards as well as explain problems and solutions that the cards have created. 
Strong stuff and High town
[Insert Pic of stong stuff and High town]After many iterations of Strong Stuff and High Town these will be the final versions of them. 
In the start both cards had a much lower cost to them, witch created a […]

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Program: Programming

Production Week 6: Strong stuff, High town and Attack fixes

This week more iteration of the game has been made. This blog post will go into further detail of some of the changes to the cards as well as explain problems and solutions that the cards have created. 
Strong stuff and High town
[Insert Pic of stong stuff and High town]After many iterations of Strong Stuff and High Town these will be the final versions of them. 
In the start both cards had a much lower cost to them, witch created a […]

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Program: Programming

Preparing for Presentation(Week 6)

It’s really difficult to get a good structure on a presentation and that is one of the things I have been working on this week. The power point presentation for GGC is something that is looming on the horizon and I am a bit nervous about it. I have been having some problems with the structure, what to say, what is important to mention and what will sell the game.
It is difficult to know how much you should explain and […]

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Program: Programming

Preparing for Presentation(Week 6)

It’s really difficult to get a good structure on a presentation and that is one of the things I have been working on this week. The power point presentation for GGC is something that is looming on the horizon and I am a bit nervous about it. I have been having some problems with the structure, what to say, what is important to mention and what will sell the game.
It is difficult to know how much you should explain and […]

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Program: Programming

Big Game Project – Week 6

This week we had an internal Beta deadline on Friday, so we wanted to have most of the game complete so we can focus on polishing the last weeks until Gotland Game Conference.
I worked a lot with the world map this week. First I implemented the proper progressing system through levels, and then I continued to work on the world map bonuses. The player gains them for holding an area on the map, and they are random every playthrough. I […]

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Program: Programming

Big Game Project – Week 6

This week we had an internal Beta deadline on Friday, so we wanted to have most of the game complete so we can focus on polishing the last weeks until Gotland Game Conference.
I worked a lot with the world map this week. First I implemented the proper progressing system through levels, and then I continued to work on the world map bonuses. The player gains them for holding an area on the map, and they are random every playthrough. I […]

/ Comments Off on Big Game Project – Week 6
Program: Programming

Big Game Project – Week 6

This week we had an internal Beta deadline on Friday, so we wanted to have most of the game complete so we can focus on polishing the last weeks until Gotland Game Conference.
I worked a lot with the world map this week. First I implemented the proper progressing system through levels, and then I continued to work on the world map bonuses. The player gains them for holding an area on the map, and they are random every playthrough. I […]

/ Comments Off on Big Game Project – Week 6
Program: Programming

Big Game Project – Week 6

This week we had an internal Beta deadline on Friday, so we wanted to have most of the game complete so we can focus on polishing the last weeks until Gotland Game Conference.
I worked a lot with the world map this week. First I implemented the proper progressing system through levels, and then I continued to work on the world map bonuses. The player gains them for holding an area on the map, and they are random every playthrough. I […]

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Program: Programming

More Networking! – Big Game Project

So this week, I got a lot of work done. I had trouble with the networking part of our game last week, but after getting some tips on how I should go about solving it, I fixed what I worked on for half a week in just one day instead. There is now a Game object called controller which has a controller script attached to it that handles all the RPCs that are sent to the other players. Instead of […]

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Program: Programming

More Networking! – Big Game Project

So this week, I got a lot of work done. I had trouble with the networking part of our game last week, but after getting some tips on how I should go about solving it, I fixed what I worked on for half a week in just one day instead. There is now a Game object called controller which has a controller script attached to it that handles all the RPCs that are sent to the other players. Instead of […]

/ Comments Off on More Networking! – Big Game Project
Program: Programming

More Networking! – Big Game Project

So this week, I got a lot of work done. I had trouble with the networking part of our game last week, but after getting some tips on how I should go about solving it, I fixed what I worked on for half a week in just one day instead. There is now a Game object called controller which has a controller script attached to it that handles all the RPCs that are sent to the other players. Instead of […]

/ Comments Off on More Networking! – Big Game Project
Program: Programming

More Networking! – Big Game Project

So this week, I got a lot of work done. I had trouble with the networking part of our game last week, but after getting some tips on how I should go about solving it, I fixed what I worked on for half a week in just one day instead. There is now a Game object called controller which has a controller script attached to it that handles all the RPCs that are sent to the other players. Instead of […]

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Program: Programming

Week 5

Week 5
Late post this week.. Last week’s feedback session gave us some things to think about although we already knew most of the things we heard from the playtesters.
This week has been spent on iterating my assets, changing the models and textures aswell as optimizing the normalmaps on the rock and trees. On the previous version we had 2 different Spruce models which I stuck into the ground to make them in different sizes on the terrain. Unfortunately placing assets […]

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Program: Graphics

Week 5

Week 5
Late post this week.. Last week’s feedback session gave us some things to think about although we already knew most of the things we heard from the playtesters.
This week has been spent on iterating my assets, changing the models and textures aswell as optimizing the normalmaps on the rock and trees. On the previous version we had 2 different Spruce models which I stuck into the ground to make them in different sizes on the terrain. Unfortunately placing assets […]

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Program: Graphics

Mechropolis: Main Menu

This week the major artifact I worked on was the main menu and options system. To give a more quality feel I believe that you must have a proper options menu by which you can tailor performance options after your system. Many indie games provides basic functionality such as window resolution and quality presets but I wanted to take that a step further and provide most customizable properties available. I’d rather give the player the option than not to.
The strength […]

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Program: Programming

Mechropolis: Main Menu

This week the major artifact I worked on was the main menu and options system. To give a more quality feel I believe that you must have a proper options menu by which you can tailor performance options after your system. Many indie games provides basic functionality such as window resolution and quality presets but I wanted to take that a step further and provide most customizable properties available. I’d rather give the player the option than not to.
The strength […]

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Program: Programming

Mechropolis: Main Menu

This week the major artifact I worked on was the main menu and options system. To give a more quality feel I believe that you must have a proper options menu by which you can tailor performance options after your system. Many indie games provides basic functionality such as window resolution and quality presets but I wanted to take that a step further and provide most customizable properties available. I’d rather give the player the option than not to. […]

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Program: Programming

Mechropolis: Main Menu

This week the major artifact I worked on was the main menu and options system. To give a more quality feel I believe that you must have a proper options menu by which you can tailor performance options after your system. Many indie games provides basic functionality such as window resolution and quality presets but I wanted to take that a step further and provide most customizable properties available. I’d rather give the player the option than not to. […]

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Program: Programming

Week 5

Week 5
Late post this week.. Last week’s feedback session gave us some things to think about although we already knew most of the things we heard from the playtesters.
This week has been spent on iterating my assets, changing the models and textures aswell as optimizing the normalmaps on the rock and trees. On the previous version we had 2 different Spruce models which I stuck into the ground to make them in different sizes on the terrain. Unfortunately placing assets […]

/ Comments Off on Week 5
Program: Graphics

Week 5

Week 5
Late post this week.. Last week’s feedback session gave us some things to think about although we already knew most of the things we heard from the playtesters.
This week has been spent on iterating my assets, changing the models and textures aswell as optimizing the normalmaps on the rock and trees. On the previous version we had 2 different Spruce models which I stuck into the ground to make them in different sizes on the terrain. Unfortunately placing assets […]

/ Comments Off on Week 5
Program: Graphics

Mechropolis: Main Menu

This week the major artifact I worked on was the main menu and options system. To give a more quality feel I believe that you must have a proper options menu by which you can tailor performance options after your system. Many indie games provides basic functionality such as window resolution and quality presets but I wanted to take that a step further and provide most customizable properties available. I’d rather give the player the option than not to. […]

/ Comments Off on Mechropolis: Main Menu
Program: Programming

Mechropolis: Main Menu

This week the major artifact I worked on was the main menu and options system. To give a more quality feel I believe that you must have a proper options menu by which you can tailor performance options after your system. Many indie games provides basic functionality such as window resolution and quality presets but I wanted to take that a step further and provide most customizable properties available. I’d rather give the player the option than not to. […]

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Program: Programming

Big Game Project (week6)

It’s been a productive week even dough the first days were spent discussing feedback from last week’s alpha presentation, we also had a meeting with a teacher about our graphical style and production pace which we needed some guidance and advice with.
Our work flow have been effected by that we constantly asked for feedback about the things we were doing on the graphical part instead of finishing it first, we believed this would save us time so that we didn’t […]

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Program: Graphics

Big Game Project (week6)

It’s been a productive week even dough the first days were spent discussing feedback from last week’s alpha presentation, we also had a meeting with a teacher about our graphical style and production pace which we needed some guidance and advice with.
Our work flow have been effected by that we constantly asked for feedback about the things we were doing on the graphical part instead of finishing it first, we believed this would save us time so that we didn’t […]

/ Comments Off on Big Game Project (week6)
Program: Graphics