Daily Archives: February 25, 2015

More level design!

Continuing from last week, I’ve spent the time since working on level design (among other things).
 
The level design is very important for the player’s experience of the game, as all of the game’s objects, enemies and power ups have close relationships that dynamicly change dependent on the performance of the player.
 
In Day of the Piñata, the goal of each level is to gain enough revenge points by smashing objects on the level. Another function of the object’s destruction is that […]

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Program: Graphics

More level design!

Continuing from last week, I’ve spent the time since working on level design (among other things).
 
The level design is very important for the player’s experience of the game, as all of the game’s objects, enemies and power ups have close relationships that dynamicly change dependent on the performance of the player.
 
In Day of the Piñata, the goal of each level is to gain enough revenge points by smashing objects on the level. Another function of the object’s destruction is that […]

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Program: Graphics

New Artsyle = New Mole = New Animations

We are now six weeks in the development of Mole Munch, and we have encountered an absolutely (!) terrible (!!) problem.
During the first of development, me and the team had a vote between two distinctive artstyles/viewpoints for the game: Isometric or Top-Down. I voted for top-down because it’s much easier to draw characters and props from a single viewpoint: from above. In a isometric viewpoint, at least in our interpretation of the Mole Munch draft, you need to draw […]

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Program: Graphics

New Artsyle = New Mole = New Animations

We are now six weeks in the development of Mole Munch, and we have encountered an absolutely (!) terrible (!!) problem.
During the first of development, me and the team had a vote between two distinctive artstyles/viewpoints for the game: Isometric or Top-Down. I voted for top-down because it’s much easier to draw characters and props from a single viewpoint: from above. In a isometric viewpoint, at least in our interpretation of the Mole Munch draft, you need to draw […]

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Program: Graphics

Artifact 3 – Animations Traps

ARTIFACT 3 – ANIMATIONS TRAPSIn Dash BAT
Six weeks has now passed since my team 12 and I started the Space Shooter Project “Heartbeat Bat”. The original concept was designed by Team 7. The Alpha is over and we are now heading towards the Beta.
For this week’s blog assignment I thought I would tell you about the different Traps in the Cave level I have been working on.
In the Cave level there are three different traps that will slow down the player if […]

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Program: Graphics

Artifact 3 – Animations Traps

ARTIFACT 3 – ANIMATIONS TRAPSIn Dash BAT
Six weeks has now passed since my team 12 and I started the Space Shooter Project “Heartbeat Bat”. The original concept was designed by Team 7. The Alpha is over and we are now heading towards the Beta.
For this week’s blog assignment I thought I would tell you about the different Traps in the Cave level I have been working on.
In the Cave level there are three different traps that will slow down the player if […]

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Program: Graphics

Day of the Piñata Week 6

Yet again another week on our Project of Day of the Piñata. We are moving steadily forward to an unknown future. This week I am working on the Piñata’s melee attack animation as well as their idle animations. What I will present to you is the Large piñata’s idle animation. Here it is in a poor quality gif!

The large Piñata differ from the small Piñata in color and design. It is because in our team we […]

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Program: Graphics

Day of the Piñata Week 6

Yet again another week on our Project of Day of the Piñata. We are moving steadily forward to an unknown future. This week I am working on the Piñata’s melee attack animation as well as their idle animations. What I will present to you is the Large piñata’s idle animation. Here it is in a poor quality gif!

The large Piñata differ from the small Piñata in color and design. It is because in our team we […]

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Program: Graphics

Green Warden: Week 6 – Iterating dryad animations

This is the first week after the ALPHA presentation! I have to say, I am impressed with what every group has so far. I think everyone is doing great work and I also think people need to remind themselves this is the very first game we have made. That is pretty amazing!
Before the ALPHA I had made the first versions of all the animations needed for the player character, the dryad. We got some feedback during the presentation and now […]

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Program: Graphics

Green Warden: Week 6 – Iterating dryad animations

This is the first week after the ALPHA presentation! I have to say, I am impressed with what every group has so far. I think everyone is doing great work and I also think people need to remind themselves this is the very first game we have made. That is pretty amazing!
Before the ALPHA I had made the first versions of all the animations needed for the player character, the dryad. We got some feedback during the presentation and now […]

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Program: Graphics

Unifying art assets and art direction.

Hello, it’s this time of the week again!
So last week we covered redesigning a fundamental flaw in the movement system, it is yet to be implemented but hopefully we will be able to tackle it soon. Great feedback was received from the comments as well and we will have to see how it will work out in the end… Hopefully, it will turn out great!
This week, I said I was going to be covering the subject of achieving a consistent […]

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Program: Graphics

Unifying art assets and art direction.

Hello, it’s this time of the week again!
So last week we covered redesigning a fundamental flaw in the movement system, it is yet to be implemented but hopefully we will be able to tackle it soon. Great feedback was received from the comments as well and we will have to see how it will work out in the end… Hopefully, it will turn out great!
This week, I said I was going to be covering the subject of achieving a consistent […]

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Program: Graphics

Game Development Process Week 5

Here we go again with a new post about the development process of Team 8:s game: Last Signal.
This week I am working on creating the whole level of our game. The story of the game plays out in a spaceship and the way we have designed the game we only have one level that you have to get through. But hopefully that level is big enough that it gives the player a satisfactory playtime.
We have gone through some different ways […]

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Program: Graphics

Game Development Process Week 5

Here we go again with a new post about the development process of Team 8:s game: Last Signal.
This week I am working on creating the whole level of our game. The story of the game plays out in a spaceship and the way we have designed the game we only have one level that you have to get through. But hopefully that level is big enough that it gives the player a satisfactory playtime.
We have gone through some different ways […]

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Program: Graphics

Powerups and powerdowns

Before the beta is due we need to make sure that all of our in game features are implemented. At the moment we only have some of those features. Our character can throw glow sticks to light up the path around him and he can use one powerup. The powerup is used to hide from the bad guy(Otto). The powerup is a bear rug which you can pick up, and if you turn it in with the other valuables, it […]

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Program: Graphics

Powerups and powerdowns

Before the beta is due we need to make sure that all of our in game features are implemented. At the moment we only have some of those features. Our character can throw glow sticks to light up the path around him and he can use one powerup. The powerup is used to hide from the bad guy(Otto). The powerup is a bear rug which you can pick up, and if you turn it in with the other valuables, it […]

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Program: Graphics