Monthly Archives: February 2015
spelutveckling #3
Denna vecka har jag fortsatt jobba på att hitta ljud och musik till vårat spel, jag har dock inte fått särskilt mycket gjort på grund av sjukdom men lite grann i alla fall. Jag har både kollat igenom ett ljudbibliotek som jag fick låna utan Finn och på internet, på bland annat sidor som freesound.org och freemusicarchive.org. Jag har främst försökt att hitta bakgrundsmusik till själva spelstadiet vilket är den musik spelaren kommer att höra mest utav så det måste […]
spelutveckling #3
Denna vecka har jag fortsatt jobba på att hitta ljud och musik till vårat spel, jag har dock inte fått särskilt mycket gjort på grund av sjukdom men lite grann i alla fall. Jag har både kollat igenom ett ljudbibliotek som jag fick låna utan Finn och på internet, på bland annat sidor som freesound.org och freemusicarchive.org. Jag har främst försökt att hitta bakgrundsmusik till själva spelstadiet vilket är den musik spelaren kommer att höra mest utav så det måste […]
Beta in a couple of weeks
This week we started working on the beta build of our game. At the presentation we did not get any criticism directed at the programming side of the game, so we did not see anything big that needed to be fixed. So instead we started discussing about what had to be added to the game. The most obvious thing is off course path finding so that we can actually use a map instead of just an open field like in […]
Beta in a couple of weeks
This week we started working on the beta build of our game. At the presentation we did not get any criticism directed at the programming side of the game, so we did not see anything big that needed to be fixed. So instead we started discussing about what had to be added to the game. The most obvious thing is off course path finding so that we can actually use a map instead of just an open field like in […]
Dragon Song Blogpost 3
Art
It has been an unusual week. The communication in the group seems to have toned down a bit after our alpha presentation last friday. I have for the most part just continued with the background image for our game. Polishing a few things and adding a few other. I have mostly reworked the large islands in the background from the ground up, using previous lines as a base.
When we showed our game during the play testing on the 16th of […]
Dragon Song Blogpost 3
Art
It has been an unusual week. The communication in the group seems to have toned down a bit after our alpha presentation last friday. I have for the most part just continued with the background image for our game. Polishing a few things and adding a few other. I have mostly reworked the large islands in the background from the ground up, using previous lines as a base.
When we showed our game during the play testing on the 16th of […]
Projectile creation and animation
This week I have continued making animations to the game. Since I last wrote about the dragon’s animation, this week, I will write about the making of the projectile. How it was made and the animation process.
I started with brainstorming the look of the projectile. It had to have some kind of relation to singing or some kind of tune. The visualization of the projectile should be a beam that traveled from the dragon to the crystallized enemy and shatter […]
Projectile creation and animation
This week I have continued making animations to the game. Since I last wrote about the dragon’s animation, this week, I will write about the making of the projectile. How it was made and the animation process.
I started with brainstorming the look of the projectile. It had to have some kind of relation to singing or some kind of tune. The visualization of the projectile should be a beam that traveled from the dragon to the crystallized enemy and shatter […]
The Green Warden – Report 3
Above is an example of how the main menu would look like.Artist: Eva Sokolova
This week, work has progressed on creating a functioning menu. I was able to take away code that was not needed for the menu and predeclared a few classes to make it work.
The reason for the slow progress is that I have insufficient skill to productively execute the task, which is also why I was given the main menu to play with and learn. I have […]
The Green Warden – Report 3
Above is an example of how the main menu would look like.Artist: Eva Sokolova
This week, work has progressed on creating a functioning menu. I was able to take away code that was not needed for the menu and predeclared a few classes to make it work.
The reason for the slow progress is that I have insufficient skill to productively execute the task, which is also why I was given the main menu to play with and learn. I have […]
2D Game Project: Control Freak
New week, new adventures.
I have been promoted so to speak to Lead design for our game project The Last Signal. With this comes a whole new bunch of responsibilities. One of which is ensuring the game is as good as we can make it. And a big thing with a game are the controls.
After we had our first playtesting with a bigger crowd we got a lot of feedback on the controls of the game. Some felt that they were […]
2D Game Project: Control Freak
New week, new adventures.
I have been promoted so to speak to Lead design for our game project The Last Signal. With this comes a whole new bunch of responsibilities. One of which is ensuring the game is as good as we can make it. And a big thing with a game are the controls.
After we had our first playtesting with a bigger crowd we got a lot of feedback on the controls of the game. Some felt that they were […]
Space Shooter Project. Blog 3. HUD Mockups
So for this blogpost I am going to go through some different HUD variations that I have been working on for our game Mole Munch. Our HUD does not have to feature a lot of different information but what it entails still needs to be displayed clearly and work artistically with the rest of the game. We have also pretty recently begun working on our interface and not everything is set in stone as far as its design goes. These […]
Space Shooter Project. Blog 3. HUD Mockups
So for this blogpost I am going to go through some different HUD variations that I have been working on for our game Mole Munch. Our HUD does not have to feature a lot of different information but what it entails still needs to be displayed clearly and work artistically with the rest of the game. We have also pretty recently begun working on our interface and not everything is set in stone as far as its design goes. These […]
Dev log III
Mole munch är vår tagning på hur man gör ett arkadigt mullvadsspel där du skall undvika fienden som studsar mot väggarna och plocka upp grönsakerna. Man kan vara under jord där man är halvt skyddad från mullvadsfångarna. Ifall de ser en jordhög som man lämnar efter sig så kommer dem att fylla den med vatten.
Denna vecka går jag igenom hur mitt arbete kring vårt väggobjekt, en lövhäck, gick till. Då vi i förra veckan fick gå från isometriskt perspektiv till […]
Dev log III
Mole munch är vår tagning på hur man gör ett arkadigt mullvadsspel där du skall undvika fienden som studsar mot väggarna och plocka upp grönsakerna. Man kan vara under jord där man är halvt skyddad från mullvadsfångarna. Ifall de ser en jordhög som man lämnar efter sig så kommer dem att fylla den med vatten.
Denna vecka går jag igenom hur mitt arbete kring vårt väggobjekt, en lövhäck, gick till. Då vi i förra veckan fick gå från isometriskt perspektiv till […]
Week 6 of the Piñata – This game needs objects
Over the course of taking the concept of Day of the Piñata and making it into a full game I have been working on the many objects the game needs. The player will play as a piñata raging through the streets on Dia de los Muertos, to wreck the festive decorations. These objects are the ones the piñata will stomp down.
To begin the process of every object I do a few quick thumbnails in no more than three shades. I […]
Week 6 of the Piñata – This game needs objects
Over the course of taking the concept of Day of the Piñata and making it into a full game I have been working on the many objects the game needs. The player will play as a piñata raging through the streets on Dia de los Muertos, to wreck the festive decorations. These objects are the ones the piñata will stomp down.
To begin the process of every object I do a few quick thumbnails in no more than three shades. I […]
With a click of a button!
When starting the game we want the players to be prepared. The players shouldn’t feel like they’re being thrown into the game without warning. In order to make the player prepared we had to make a menu from where the players can access the game. From … – Läs hela inlägget här
With a click of a button!
When starting the game we want the players to be prepared. The players shouldn’t feel like they’re being thrown into the game without warning. In order to make the player prepared we had to make a menu from where the players can access the game. From … – Läs hela inlägget här
Fancy Mansion – Better collision and a start on A.I.
Last week we had a showcase of our alpha-release of the game. I think it was quite well received and we were given some tips on how we should continue. This week we have started working on an A.I. for our enemy in the game, Mr.Fancy. Also, during last week we implemented new walls into our game with a different perspective and the collision between the player and the walls were not working as intended.
So this week I have changed the size […]
Fancy Mansion – Better collision and a start on A.I.
Last week we had a showcase of our alpha-release of the game. I think it was quite well received and we were given some tips on how we should continue. This week we have started working on an A.I. for our enemy in the game, Mr.Fancy. Also, during last week we implemented new walls into our game with a different perspective and the collision between the player and the walls were not working as intended.
So this week I have changed the size […]
Space Shooter Dev. 3 – Pattern
I’m starting to think there are more than one Thursday in a week with how often it feels like I’m writing these. Reflection’s good for the soul though, and since I’ve been going on and on about walls for two weeks I think it’s time for another must-have in any household: floors. Exciting, isn’t it.
Now this being Fancy Mansion I’m on about, there have to be at least three different kinds of floor to produce three different kinds of sounds. […]
Space Shooter Dev. 3 – Pattern
I’m starting to think there are more than one Thursday in a week with how often it feels like I’m writing these. Reflection’s good for the soul though, and since I’ve been going on and on about walls for two weeks I think it’s time for another must-have in any household: floors. Exciting, isn’t it.
Now this being Fancy Mansion I’m on about, there have to be at least three different kinds of floor to produce three different kinds of sounds. […]