Daily Archives: February 19, 2015
Speldesign Blogg #2
Denna vecka har jag arbetat lite på att få fram en HP-bar (HealthPoint bar). HP-baren ska visa hur mycket liv spelaren har kvar efter att spelaren har skadats av en fiende. Det kommer finnas Health Packs, som när man plockar upp dem så får man tillbaka liv. Livet representeras av en röd linje på en grå ruta. Den röda linjen kommer att minska i storlek åt vänster om spelaren förlorar liv.
I den originella idén så är det meningen att det […]
Speldesign Blogg #2
Denna vecka har jag arbetat lite på att få fram en HP-bar (HealthPoint bar). HP-baren ska visa hur mycket liv spelaren har kvar efter att spelaren har skadats av en fiende. Det kommer finnas Health Packs, som när man plockar upp dem så får man tillbaka liv. Livet representeras av en röd linje på en grå ruta. Den röda linjen kommer att minska i storlek åt vänster om spelaren förlorar liv.
I den originella idén så är det meningen att det […]
Creating an alpha presentation
Every group in the class are supposed to hold a presentation about their game project before demonstrating a playable alpha version of the game. The presentation needs to answer a few questions about how the project has gone so far and what our next goal is. As I am the producer, it is my responsibility to create it.
I am creating the presentation with help from the Sound Designer. Together we are discussing how we will answer the questions. As the Sound Designer is […]
Creating an alpha presentation
Every group in the class are supposed to hold a presentation about their game project before demonstrating a playable alpha version of the game. The presentation needs to answer a few questions about how the project has gone so far and what our next goal is. As I am the producer, it is my responsibility to create it.
I am creating the presentation with help from the Sound Designer. Together we are discussing how we will answer the questions. As the Sound Designer is […]
Blogpost II – Fancy Mansion
The ”stealable” items continues
New week, new challenges. I have continued developing and designing the items that the protagonist is going to steal. Not only have I made the design on the finished artefacts better and given then a more equal look to each other.
This week I have put down lots of hours on Mr Fancy’s old grandfather’s clock. Since we stuck with the original stealable items from the concept document, we have been able to save time that we […]
Blogpost II – Fancy Mansion
The ”stealable” items continues
New week, new challenges. I have continued developing and designing the items that the protagonist is going to steal. Not only have I made the design on the finished artefacts better and given then a more equal look to each other.
This week I have put down lots of hours on Mr Fancy’s old grandfather’s clock. Since we stuck with the original stealable items from the concept document, we have been able to save time that we […]
Dragon Song Bloggpost #2
This week the game is leaving the Alpha phase and is entering the Beta phase. The last week a lot have been added to the game code wise. One of the features added to the game is Enemy’s and their spawn system and this is what this week’s blogg post is going to be about.
The way we decided to spawn enemies is by reading in from a text file, we read in three values from the text file. The first […]
Dragon Song Bloggpost #2
This week the game is leaving the Alpha phase and is entering the Beta phase. The last week a lot have been added to the game code wise. One of the features added to the game is Enemy’s and their spawn system and this is what this week’s blogg post is going to be about.
The way we decided to spawn enemies is by reading in from a text file, we read in three values from the text file. The first […]
Update #2 On Project Mole Munch
This week I’ll talk about the tunnels and the technique we used to achieve it. For more background on the concept as a whole, please refer to the previous post.
Screenshot to show how the free roaming movement dynamically creates the tunnels.
A very important feature of our game is the tunneling and we wanted the player to have full control of it. The player begins the level on the grass lawn above and when the dig button is pressed the […]
Update #2 On Project Mole Munch
This week I’ll talk about the tunnels and the technique we used to achieve it. For more background on the concept as a whole, please refer to the previous post.
Screenshot to show how the free roaming movement dynamically creates the tunnels.
A very important feature of our game is the tunneling and we wanted the player to have full control of it. The player begins the level on the grass lawn above and when the dig button is pressed the […]
Feedback received! Redesigning the movement system. Week 5
Note: I forgot to mention last week what game concept I am working with and I deeply apologize for that! The game concept me and my team chose is The Last Signal. And without any further ado.
Welcome back for another week of game design with Morgan Nilsson!
Let’s jump straight into the action! This week we had a day dedicated to testing our games, and it was very fruitful. Tons of great feedback and ideas where brought up! Which is great […]
Feedback received! Redesigning the movement system. Week 5
Note: I forgot to mention last week what game concept I am working with and I deeply apologize for that! The game concept me and my team chose is The Last Signal. And without any further ado.
Welcome back for another week of game design with Morgan Nilsson!
Let’s jump straight into the action! This week we had a day dedicated to testing our games, and it was very fruitful. Tons of great feedback and ideas where brought up! Which is great […]
Dragon Song – Gauge Meter
This week I want to talk about the “gauge meter“ that will play a big part in controlling how the game will sound in relation too how good the player perform during the game.
The music that plays during the level consists of different layers. The first layer is only the core beat while the second layer is a bass track. When the player achieve a certain goal (we have not yet decided exactly which goal that is but right now […]
Dragon Song – Gauge Meter
This week I want to talk about the “gauge meter“ that will play a big part in controlling how the game will sound in relation too how good the player perform during the game.
The music that plays during the level consists of different layers. The first layer is only the core beat while the second layer is a bass track. When the player achieve a certain goal (we have not yet decided exactly which goal that is but right now […]
Mole Munch – Dev log 2
Denna vecka har allt mitt fokus gått till att skapa ett vattenflöde. Detta har skapats för att fylla tunnlarna som mullvaden har grävt under marken. Varför detta vattenflöde är användbart är för att spelaren inte ska kunna vara inaktiv för länge, även fast hen är under marken. Därför finns detta vattenflöde för att skapa känslan av ett konstant hot.
Vattenflödet i detta stadiet är inte helt färdigt, vi programmerare hade ett möte med vår programmeringslärare där vi fick en idé om […]
Mole Munch – Dev log 2
Denna vecka har allt mitt fokus gått till att skapa ett vattenflöde. Detta har skapats för att fylla tunnlarna som mullvaden har grävt under marken. Varför detta vattenflöde är användbart är för att spelaren inte ska kunna vara inaktiv för länge, även fast hen är under marken. Därför finns detta vattenflöde för att skapa känslan av ett konstant hot.
Vattenflödet i detta stadiet är inte helt färdigt, vi programmerare hade ett möte med vår programmeringslärare där vi fick en idé om […]
Space Shooter Development – Upper Floor Walls
New week, new blog post. Last Thursday I wrote about painting the walls in a basement level of a 2D topdown game, from a frankly bizarre perspective, as shown here
Confused by what’s going on in this picture? So were most people who have seen it, and, during this Monday’s playtesting, most people who played it were no more clear, even with the context of the rest of the level (floors, space to move in and so on).
So, that very […]
Space Shooter Development – Upper Floor Walls
New week, new blog post. Last Thursday I wrote about painting the walls in a basement level of a 2D topdown game, from a frankly bizarre perspective, as shown here
Confused by what’s going on in this picture? So were most people who have seen it, and, during this Monday’s playtesting, most people who played it were no more clear, even with the context of the rest of the level (floors, space to move in and so on).
So, that very […]
Objects and Tilesheets
This week I worked on our teams collidable objects, or furniture. I worked on designing and organizing them into a larger tilesheet. We in Team 4 wanted our levels in Fancy Mansion to feel cluttered so in order to achieve that feel we needed a lot of furniture/objects and decorative items. The planning process began by listing all the objects in a list and counting them. Once I knew that much I designated a preliminary sizes. Each size was counted […]
Objects and Tilesheets
This week I worked on our teams collidable objects, or furniture. I worked on designing and organizing them into a larger tilesheet. We in Team 4 wanted our levels in Fancy Mansion to feel cluttered so in order to achieve that feel we needed a lot of furniture/objects and decorative items. The planning process began by listing all the objects in a list and counting them. Once I knew that much I designated a preliminary sizes. Each size was counted […]
Making the bat fly (and dash)
The deadline for alpha is closing in on us and our little bat game. Still the stress to get the features needed into the game isn’t really that bad. We have the situation under control, I think.
This week my main focus has been on the controls of the bat, our game’s avatar. After the playtesting session we got a lot of feedback that our controls felt sluggish, slow and that the bat was to difficult to maneuver through the level. […]
Making the bat fly (and dash)
The deadline for alpha is closing in on us and our little bat game. Still the stress to get the features needed into the game isn’t really that bad. We have the situation under control, I think.
This week my main focus has been on the controls of the bat, our game’s avatar. After the playtesting session we got a lot of feedback that our controls felt sluggish, slow and that the bat was to difficult to maneuver through the level. […]
week 5, Space Shooter Project
This week is just as busy as any other! I think I have gotten a bit better at planning how much work I can take on, and how long it will take. I have to consider and plan carefully due to my other classes. Goal number one for this week, don´t die, -check! The second goal for this week is to finishing making two enemies and to animate them before the end of the sprint.
The style of our game is […]
week 5, Space Shooter Project
This week is just as busy as any other! I think I have gotten a bit better at planning how much work I can take on, and how long it will take. I have to consider and plan carefully due to my other classes. Goal number one for this week, don´t die, -check! The second goal for this week is to finishing making two enemies and to animate them before the end of the sprint.
The style of our game is […]