Monthly Archives: February 2015
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 […]
Week 5 – Monster dying sprite
Hi again!
The last few days, I have been working on another sprite, and this time for when our monsters dies.
I didn’t really know how to tackle this sprite at the start and I more or less just tried working it out as I went on. We had talked in the group about visualizing it by letting the monster sink in to the ocean and disappear. So at least I had something to go on and when doing the sprite. One […]
Week 5 – Monster dying sprite
Hi again!
The last few days, I have been working on another sprite, and this time for when our monsters dies.
I didn’t really know how to tackle this sprite at the start and I more or less just tried working it out as I went on. We had talked in the group about visualizing it by letting the monster sink in to the ocean and disappear. So at least I had something to go on and when doing the sprite. One […]
Paladin Concept Art
I have been working on a new piece of concept art for our upcoming game for a while now. It is another take on my paladin that I created earlier. This piece has given me a lot of practice in things that I have never or very rarely done before, for instance a full horse rendering and environments. It is very clear how much I have learned since starting school, but it also shows where I need more practice. I have been working on a new piece of concept art for our upcoming game for a while now. It is another take on my paladin that I created earlier. This piece has given me a lot of practice in things that I have never or very rarely done before, for instance a full horse rendering and environments. It is very clear how much I have learned since starting school, but it also shows where I need more practice.
Paladin Concept Art
2D2 Character design
Last week we got an assignment to create three different character designs for one single character. This was a fun and different assignment because up to this point when I have designed a character I have thought about what I wanted and then done that. But this assignment forced me to think a little further and create a few different alternatives in terms of style, probably what it will be like when I get out of school and start working.
When […]
2D2 Character design
Last week we got an assignment to create three different character designs for one single character. This was a fun and different assignment because up to this point when I have designed a character I have thought about what I wanted and then done that. But this assignment forced me to think a little further and create a few different alternatives in terms of style, probably what it will be like when I get out of school and start working.
When […]
Team 12 Game Development Report 2 – Sonar projectile
In this weeks development report I will go through the creation of the sonar beam artifact, its purposes in the game and how I made it in c++ with visual studio.
What the sonar beam is: The sonar beam is teams 12 games only projectile. It is a projectile which will travel from the player through out the screen, clearing and destroying all of the enemies present on the current screen. The sonar wave will be what is called a ”smart […]
Team 12 Game Development Report 2 – Sonar projectile
In this weeks development report I will go through the creation of the sonar beam artifact, its purposes in the game and how I made it in c++ with visual studio.
What the sonar beam is: The sonar beam is teams 12 games only projectile. It is a projectile which will travel from the player through out the screen, clearing and destroying all of the enemies present on the current screen. The sonar wave will be what is called a ”smart […]
Game development process week 5
Last week I talked about how I thought when I was creating the sprite for the ranged enemy and some images from the development process. This week I have been working on the sprite for the astronaut which is the main character for the game. At the beginning we used an image from the concept just to get a picture of how large everything would be in the game and to have something nicer than a black square for a […]
Game development process week 5
Last week I talked about how I thought when I was creating the sprite for the ranged enemy and some images from the development process. This week I have been working on the sprite for the astronaut which is the main character for the game. At the beginning we used an image from the concept just to get a picture of how large everything would be in the game and to have something nicer than a black square for a […]