Daily Archives: February 18, 2015
Blog 2 Group 4
Fancy mansion menu states
This week we felt the need to have some sort of win scenario before our game hits its alpha state since our pre alpha was basically just walking around and doing nothing. This week we implemented a way for your enemy to kill you. Otto (the enemy) will shoot you when he has detected you and is within a certain distance from you. He kills you with one shot, so you need to avoid or escape […]
Blog 2 Group 4
Fancy mansion menu states
This week we felt the need to have some sort of win scenario before our game hits its alpha state since our pre alpha was basically just walking around and doing nothing. This week we implemented a way for your enemy to kill you. Otto (the enemy) will shoot you when he has detected you and is within a certain distance from you. He kills you with one shot, so you need to avoid or escape […]
Ambient Pressure: the Enemies
This week I will be talking about the process of how the design for the enemies were created.
First of all, here is the end result:
How I came to this conclusion, can be read below.
We did have the concept document from the last group to go after, but I still wanted to create my own designs for our game. I used the enemies they had created and used as a base for my own ones. Which means, I kept the […]
Ambient Pressure: the Enemies
This week I will be talking about the process of how the design for the enemies were created.
First of all, here is the end result:
How I came to this conclusion, can be read below.
We did have the concept document from the last group to go after, but I still wanted to create my own designs for our game. I used the enemies they had created and used as a base for my own ones. Which means, I kept the […]
Regardin speedy power ups
The first designs for power ups for the game Mole Munch were done to get a feel for how we wanted them to look, before writing in stone exactly what they were going to do. I knew that I was limited to 32×32 pixels and that power ups had to be viewed strait from above. I also knew that they were going to be bugs, and that in the game they were to be found under ground.
At first I drew a few bugs […]
Regardin speedy power ups
The first designs for power ups for the game Mole Munch were done to get a feel for how we wanted them to look, before writing in stone exactly what they were going to do. I knew that I was limited to 32×32 pixels and that power ups had to be viewed strait from above. I also knew that they were going to be bugs, and that in the game they were to be found under ground.
At first I drew a few bugs […]
Update report?
It was a long time since i last posted something here so i thought i should write something. I will mostly talk and show some of the things i have been working on in 3D.
In 3D 2 we got an assignment to replicate a generator or an old wooden phone box from a picture. I chose the generator. The assignment was to do a lowpoly mesh with a polylimit of 6000, then a highpoly version that would make the normal […]
Update report?
It was a long time since i last posted something here so i thought i should write something. I will mostly talk and show some of the things i have been working on in 3D.
In 3D 2 we got an assignment to replicate a generator or an old wooden phone box from a picture. I chose the generator. The assignment was to do a lowpoly mesh with a polylimit of 6000, then a highpoly version that would make the normal […]
Animations
This week I have mostly been focusing on the different animations for the game npc’s and avatar. All though many different animations are and will be done. I have chosen to focus on the most challenging and interesting animation for me. The challenge of the flying of the dragon avatar was proven to be very hard than I anticipated. We needed the dragon animation to contribute to the game by stimulating a sense that the dragon is keeping the beat […]
Animations
This week I have mostly been focusing on the different animations for the game npc’s and avatar. All though many different animations are and will be done. I have chosen to focus on the most challenging and interesting animation for me. The challenge of the flying of the dragon avatar was proven to be very hard than I anticipated. We needed the dragon animation to contribute to the game by stimulating a sense that the dragon is keeping the beat […]
Animations
This week I have mostly been focusing on the different animations for the game npc’s and avatar. All though many different animations are and will be done. I have chosen to focus on the most challenging and interesting animation for me. The challenge of the flying of the dragon avatar was proven to be very hard than I anticipated. We needed the dragon animation to contribute to the game by stimulating a sense that the dragon is keeping the beat […]
Animations
This week I have mostly been focusing on the different animations for the game npc’s and avatar. All though many different animations are and will be done. I have chosen to focus on the most challenging and interesting animation for me. The challenge of the flying of the dragon avatar was proven to be very hard than I anticipated. We needed the dragon animation to contribute to the game by stimulating a sense that the dragon is keeping the beat […]
Game Development Blog 2.
This week I will be talking about the level design we did for the ALPHA playtest.
This week, the 16/2- 2015, we had a playtest for our classmates in order to recieve feedback on our games, as well as what could be done with them, to see things from another perspective. As we did not have a proper level in the game yet, but had one design finished, we decided to implement that design in the engine previously than intended.
To do […]
Game Development Blog 2.
This week I will be talking about the level design we did for the ALPHA playtest.
This week, the 16/2- 2015, we had a playtest for our classmates in order to recieve feedback on our games, as well as what could be done with them, to see things from another perspective. As we did not have a proper level in the game yet, but had one design finished, we decided to implement that design in the engine previously than intended.
To do […]
“Needle” WIP – Base Mesh
Long time no see!
We are working in groups to go through the pipeline of making a character, from concept art to finished model with complete texture sets and an animation tree. My two comrades are Alex and Nils and I am in charge of the concept art and modeling. This is what we got so far:
Meet Needle, our tough post-apocalyptic archer girl.
Character Turnaround
Base mesh – ready for rigging
It felt surprisingly painless […]
“Needle” WIP – Base Mesh
Long time no see!
We are working in groups to go through the pipeline of making a character, from concept art to finished model with complete texture sets and an animation tree. My two comrades are Alex and Nils and I am in charge of the concept art and modeling. This is what we got so far:
Meet Needle, our tough post-apocalyptic archer girl.
Character Turnaround
Base mesh – ready for rigging
It felt surprisingly painless […]
Creating the Pre Alpha Demo Track for Dragon’s Song
Last week was the Pre-Alpha milestone which carried with it a slew of problems for our team of freshly baked game designers. Creating the beat meter engine that would allow our game’s core mechanic to function has proven to be a herculean task for or programmers and the week also carried with it the deadline for our Game Design document which took some 35 hours of my time to write (More on that subject at a later date).
But even if […]
Creating the Pre Alpha Demo Track for Dragon’s Song
Last week was the Pre-Alpha milestone which carried with it a slew of problems for our team of freshly baked game designers. Creating the beat meter engine that would allow our game’s core mechanic to function has proven to be a herculean task for or programmers and the week also carried with it the deadline for our Game Design document which took some 35 hours of my time to write (More on that subject at a later date).
But even if […]
Day of the Piñata Week 5
For this week I have started working on the animations for the Piñata. I decided to learn how to animate in flash with the bone tool to be able to produce animations faster as we will need three different animations for each action of the player character. How I thought the piñata would move proves to be perfect to this method as well. The Piñata is made of paper hence can’t stretch or morph much as it would break. The […]
Day of the Piñata Week 5
For this week I have started working on the animations for the Piñata. I decided to learn how to animate in flash with the bone tool to be able to produce animations faster as we will need three different animations for each action of the player character. How I thought the piñata would move proves to be perfect to this method as well. The Piñata is made of paper hence can’t stretch or morph much as it would break. The […]
Green Warden: Week 5 – HUD
This is the fifth week we are working with the space shooter project and we are in the middle of our fourth sprint. This is the fifth week we are working with the space shooter project and we are in the middle of our fourth sprint.
This week I have mostly been working on icons and such for the HUD (heads-up display). The icons for the HUD include player character/dryad life bar, player character inventory, skill icon (available/cooling down), enemy and plant unit life bars and sidebar art.
The only thing related to the HUD we had before this week was the sidebar art,
Green Warden: Week 5 – HUD
This week I have mostly been working on icons and such for the HUD (heads-up display). The icons for the HUD include player character/dryad life bar, player character inventory, skill icon (available/cooling down), enemy and plant unit life bars and sidebar art.
The only thing related to the HUD we had before this week was the sidebar art,