Monthly Archives: February 2015

Weapon concepts for Otto

As the sixth week is now coming to an end, we are closing up on the beta. With three weeks to go, there is lots to be done. For this week, I have been working on some weapon concepts for our protagonist, Otto. If you are not familiar with it, the theme we chose for the game is steampunk with characters as personified animals. Otto is the great old turtle inventor, tall but slow paced, with a shell coated in […]

/ Comments Off on Weapon concepts for Otto
Program: Graphics

Weapon concepts for Otto

As the sixth week is now coming to an end, we are closing up on the beta. With three weeks to go, there is lots to be done. For this week, I have been working on some weapon concepts for our protagonist, Otto. If you are not familiar with it, the theme we chose for the game is steampunk with characters as personified animals. Otto is the great old turtle inventor, tall but slow paced, with a shell coated in […]

/ Comments Off on Weapon concepts for Otto
Program: Graphics

Week 6, Game Design

This week ill be leaving the graphics to our other two graphics students in our group. This is because the sound to our game needs some attention. Unfortunately our group only consists of five members since some people chose to drop out before the course is over. We also have some different levels of experience and skill amongst us in the group which further contributes to making it a bit less easy. So for now I’ll be taking over the […]

/ Comments Off on Week 6, Game Design
Program: Graphics

Week 6, Game Design

This week ill be leaving the graphics to our other two graphics students in our group. This is because the sound to our game needs some attention. Unfortunately our group only consists of five members since some people chose to drop out before the course is over. We also have some different levels of experience and skill amongst us in the group which further contributes to making it a bit less easy. So for now I’ll be taking over the […]

/ Comments Off on Week 6, Game Design
Program: Graphics

Implementation of AI (WIP)

This weeks blog post will be about my ongoing work on implementing a sort of decent AI for our Tower defense game. The way I am implementing AI does not use A*star since the enemies will not be hindered by moving. They will just follow a path and attack the closest tower, if it intersects their aggro range. And if not they follow the original path to their final goal, the tree which you are supposed to protect.
Their […]

/ Comments Off on Implementation of AI (WIP)
Program: Programming

Implementation of AI (WIP)

This weeks blog post will be about my ongoing work on implementing a sort of decent AI for our Tower defense game. The way I am implementing AI does not use A*star since the enemies will not be hindered by moving. They will just follow a path and attack the closest tower, if it intersects their aggro range. And if not they follow the original path to their final goal, the tree which you are supposed to protect.
Their […]

/ Comments Off on Implementation of AI (WIP)
Program: Programming

Team 12 Game Development Artifact 3 – Collision blocks

On our way to beta! Team 12 is working on a game called DashBat. The game is going to be a mix between speed runners adm super mario kart, the player is in a flying state. To progress through the level the player needs to avoid multiple objects at a high speed and to reach the end of the level in a short time.
I’m gonna talk about on of the artifacts that I worked on, collision blocks. This artifact is […]

/ Comments Off on Team 12 Game Development Artifact 3 – Collision blocks
Program: Programming

Team 12 Game Development Artifact 3 – Collision blocks

On our way to beta! Team 12 is working on a game called DashBat. The game is going to be a mix between speed runners adm super mario kart, the player is in a flying state. To progress through the level the player needs to avoid multiple objects at a high speed and to reach the end of the level in a short time.
I’m gonna talk about on of the artifacts that I worked on, collision blocks. This artifact is […]

/ Comments Off on Team 12 Game Development Artifact 3 – Collision blocks
Program: Programming

Redesigning the wizard

This week’s priority has been redesigning the wizard, the playable character of our game. The wizards job is to spawn items and throw them at the monsters in order to keep them away from the beach visitors. We already had a wizard with almost finished animations done for the game but there were some problems.
Our game have had some issues with the perspective. When I first did the mockup of the game screen in Photoshop it looked quite good. But […]

/ Comments Off on Redesigning the wizard
Program: Graphics

Redesigning the wizard

This week’s priority has been redesigning the wizard, the playable character of our game. The wizards job is to spawn items and throw them at the monsters in order to keep them away from the beach visitors. We already had a wizard with almost finished animations done for the game but there were some problems.
Our game have had some issues with the perspective. When I first did the mockup of the game screen in Photoshop it looked quite good. But […]

/ Comments Off on Redesigning the wizard
Program: Graphics

Week 6: Death animation

This week I have worked on making a death animation for our main character, the fox. In our game, the player is trying to sneak around the mansion without getting detected by Mr Otto von Fancy. If they get detected, Mr von Fancy will hunt the player down, and shoot them with his tesla gun, thus ending the game.
Last week, we presented the alpha of our game in front of the rest of the class, and the feedback we recieved […]

/ Comments Off on Week 6: Death animation
Program: Graphics

Week 6: Death animation

This week I have worked on making a death animation for our main character, the fox. In our game, the player is trying to sneak around the mansion without getting detected by Mr Otto von Fancy. If they get detected, Mr von Fancy will hunt the player down, and shoot them with his tesla gun, thus ending the game.
Last week, we presented the alpha of our game in front of the rest of the class, and the feedback we recieved […]

/ Comments Off on Week 6: Death animation
Program: Graphics

Week 3: Death animation

This week I have worked on making a death animation for our main character, the fox. In our game, the player is trying to sneak around the mansion without getting detected by Mr Otto von Fancy. If they get detected, Mr von Fancy will hunt the player down, and shoot them with his tesla gun, thus ending the game.
Last week, we presented the alpha of our game in front of the rest of the class, and the feedback we recieved […]

/ Comments Off on Week 3: Death animation
Program: Graphics

Week 3: Death animation

This week I have worked on making a death animation for our main character, the fox. In our game, the player is trying to sneak around the mansion without getting detected by Mr Otto von Fancy. If they get detected, Mr von Fancy will hunt the player down, and shoot them with his tesla gun, thus ending the game.
Last week, we presented the alpha of our game in front of the rest of the class, and the feedback we recieved […]

/ Comments Off on Week 3: Death animation
Program: Graphics

Boxes, computers and aliens – oh my!

A lot of nothing happened this last week in terms of work for the space shooter. I was supposed to create props for the game that would serve as guidelines for the visual style the other graphic artists in the group should be going for and looking back to whenever they would create props of their own. Embarassingly enough I only produced two props, basically. Firstly I began To design the basic design of a box to but in the […]

/ Comments Off on Boxes, computers and aliens – oh my!
Program: Graphics

Boxes, computers and aliens – oh my!

A lot of nothing happened this last week in terms of work for the space shooter. I was supposed to create props for the game that would serve as guidelines for the visual style the other graphic artists in the group should be going for and looking back to whenever they would create props of their own. Embarassingly enough I only produced two props, basically. Firstly I began To design the basic design of a box to but in the […]

/ Comments Off on Boxes, computers and aliens – oh my!
Program: Graphics

Player Avatar Design

Another week has passed, and it’s time to write down the current process of building up a game, piece by piece. And what is the game my team and I are working on? For starters, it’s called “The Fancy Mansion Heist” (working title) and it’s about a burglar breaking into the luxurious home of Mr. Otto von Fancy. There’s an accomplice waiting for the burglar outside the mansion as well, but they are never seen within the actual game, only […]

/ Comments Off on Player Avatar Design
Program: Graphics

Player Avatar Design

Another week has passed, and it’s time to write down the current process of building up a game, piece by piece. And what is the game my team and I are working on? For starters, it’s called “The Fancy Mansion Heist” (working title) and it’s about a burglar breaking into the luxurious home of Mr. Otto von Fancy. There’s an accomplice waiting for the burglar outside the mansion as well, but they are never seen within the actual game, only […]

/ Comments Off on Player Avatar Design
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 […]

/ Comments Off on More level design!
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 […]

/ Comments Off on More level design!
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 […]

/ Comments Off on New Artsyle = New Mole = New Animations
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 […]

/ Comments Off on New Artsyle = New Mole = New Animations
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 […]

/ Comments Off on Artifact 3 – Animations Traps
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 […]

/ Comments Off on Artifact 3 – Animations Traps
Program: Graphics