Monthly Archives: February 2015
Destructible terrain
I’ve been working with the background and foreground implementation of our game during the last and this week. What I mean when I say the background and foreground implementation is more like a bitbased map.
At first when we started working on our game, we had this mindset of going with a tilebased map, since that was what we knew how to program. However we felt that it would make the gameplay while underground worse. It would feel choppy and not […]
Destructible terrain
I’ve been working with the background and foreground implementation of our game during the last and this week. What I mean when I say the background and foreground implementation is more like a bitbased map.
At first when we started working on our game, we had this mindset of going with a tilebased map, since that was what we knew how to program. However we felt that it would make the gameplay while underground worse. It would feel choppy and not […]
Artifact Post #2
The “Power Ups”
For week 2 I chose to write about the items in our game and what design decisions I’ve made.I’ve been finishing up the sprites for the items, that the player will be able to pick up in game. Cleaning up the sketches and altering the colors, as well as the refining the shapes.
The game currently requires 4 items:
Health Pack
Overcharge
Battery Pack
Time Warp
Time Warp […]
Artifact Post #2
The “Power Ups”
For week 2 I chose to write about the items in our game and what design decisions I’ve made.I’ve been finishing up the sprites for the items, that the player will be able to pick up in game. Cleaning up the sketches and altering the colors, as well as the refining the shapes.
The game currently requires 4 items:
Health Pack
Overcharge
Battery Pack
Time Warp
Time Warp […]
The Last Signal. Post #2: adding multiple bullets
So far we were only able to have one bullet in the game at any time. One of the most important tasks I was working on during this sprint (16 Feb – 20 Feb) was to implement “overcharge” item which temporarily increases rate of fire. When palyer’s rate of fire is increased, there will definitely be more than one bullet on the screen.
So this post is about how I added multiple bullets to the game. This is going to be a moderately […]
The Last Signal. Post #2: adding multiple bullets
So far we were only able to have one bullet in the game at any time. One of the most important tasks I was working on during this sprint (16 Feb – 20 Feb) was to implement “overcharge” item which temporarily increases rate of fire. When palyer’s rate of fire is increased, there will definitely be more than one bullet on the screen.
So this post is about how I added multiple bullets to the game. This is going to be a moderately […]
Implementing footstep sound effects
Last week I designed some footstep sound effects. One of the tasks I had this week was to implement them into the playable alpha version of our game. I started by cutting up the footstep sound file into 6 short files, each with a separate footstep. I wanted a system that plays sounds with a set interval that depends on the speed of the enemy, and I also wanted it to randomly select one of […]
Implementing footstep sound effects
Last week I designed some footstep sound effects. One of the tasks I had this week was to implement them into the playable alpha version of our game. I started by cutting up the footstep sound file into 6 short files, each with a separate footstep. I wanted a system that plays sounds with a set interval that depends on the speed of the enemy, and I also wanted it to randomly select one of […]
Progress off Power Ups, slow and steady.
Hello there!
Today I am going to talk about our game power ups, well we currently only have one so far in our game and it boosts the player’s speed during a short period of time. Our power-ups will consist of three major ones which can be combined into a various number of new ones depending on which two was combined. They will not activate automatically when you pick them up or as it is in our game when run over them, we […]
Progress off Power Ups, slow and steady.
Hello there!
Today I am going to talk about our game power ups, well we currently only have one so far in our game and it boosts the player’s speed during a short period of time. Our power-ups will consist of three major ones which can be combined into a various number of new ones depending on which two was combined. They will not activate automatically when you pick them up or as it is in our game when run over them, we […]
Week 5 of Spelutveckling, introduktion. Logger Animation.
This week, I primarily worked on these three animations, in the order left to right.
The design and base images was already created by my teams Lead Artist, Nisse. What I did with them was modify the the parts and then put it into different frames. I did however use different techniques for each one. The first one I worked on, the leftmost one, I kept the base image as the first frame, Then I copied the same […]
Week 5 of Spelutveckling, introduktion. Logger Animation.
This week, I primarily worked on these three animations, in the order left to right.
The design and base images was already created by my teams Lead Artist, Nisse. What I did with them was modify the the parts and then put it into different frames. I did however use different techniques for each one. The first one I worked on, the leftmost one, I kept the base image as the first frame, Then I copied the same […]
Design for Magic Writer. Blog post 2, Designing the Weakness System
After playtesting and iterating, one thing the team still tries to improve is the weakness system of magic writer. Why is it there and how did we change it.
The high concept of our vision of magic writer is the the following: Scibblenaut meets typing of the dead.
At it’s core, magic writer is about writing funny items into existing (Scribblenauts) and having a tactical shooter (typing of the dead) at the same time.
At this point, we’re having fun […]
Design for Magic Writer. Blog post 2, Designing the Weakness System
After playtesting and iterating, one thing the team still tries to improve is the weakness system of magic writer. Why is it there and how did we change it.
The high concept of our vision of magic writer is the the following: Scibblenaut meets typing of the dead.
At it’s core, magic writer is about writing funny items into existing (Scribblenauts) and having a tactical shooter (typing of the dead) at the same time.
At this point, we’re having fun […]
Sprites is the subject for this week. I will present and examine the ones I´ve been working on during the week. I´ll try to cover the process in as much detail as possible and give you some tips and ideas that helped me along the way.
So here are one of the sprites I made this week, shown as an animated gif to give you an idea of what the end result may look like.
As I´m sure there are more […]
Sprites is the subject for this week. I will present and examine the ones I´ve been working on during the week. I´ll try to cover the process in as much detail as possible and give you some tips and ideas that helped me along the way.
So here are one of the sprites I made this week, shown as an animated gif to give you an idea of what the end result may look like.
As I´m sure there are more […]
Fancy shot!
Continueing the Fancy Mansion project, the game where a theif invade the home of a rich old man. In the game, all the player have to do is to grab as much stuff, money and jewelry as possible and evade the old man. In order to get a working game we … – Läs hela inlägget här
Fancy shot!
Continueing the Fancy Mansion project, the game where a theif invade the home of a rich old man. In the game, all the player have to do is to grab as much stuff, money and jewelry as possible and evade the old man. In order to get a working game we … – Läs hela inlägget här
The boomerang
A brief explanation:
So in our game, you play as a burglar in a big, badly lit mansion, and the only source of light you have is a glow stick that act as a boomerang, which of course means that the player can throw this to light up a distant area. As any good boomerang, it always returns to the thrower.
The player throws the boomerang using the right mouse button. It flies towards the courser and returns to the player when […]
The boomerang
A brief explanation:
So in our game, you play as a burglar in a big, badly lit mansion, and the only source of light you have is a glow stick that act as a boomerang, which of course means that the player can throw this to light up a distant area. As any good boomerang, it always returns to the thrower.
The player throws the boomerang using the right mouse button. It flies towards the courser and returns to the player when […]
Mole-directions and digging-animation
In the fifth week of development, me and the team prepare ourselves for the alpha presentation on friday.
During friday last week, I was finaly done with the mole sprite ones and for all. Here’s his final look.
I finished fixing his left arm and some minor parts of his body. Now he looks like a fully fletched character.
After friday, during the weekend, I spent the time in my home on the mainland and this was really lucky […]
Mole-directions and digging-animation
In the fifth week of development, me and the team prepare ourselves for the alpha presentation on friday.
During friday last week, I was finaly done with the mole sprite ones and for all. Here’s his final look.
I finished fixing his left arm and some minor parts of his body. Now he looks like a fully fletched character.
After friday, during the weekend, I spent the time in my home on the mainland and this was really lucky […]
The eighth passenger of Icaros 1
Going from white, sterile spaceship interiors to slimy (probably unhygienic) alien stowaways; I was put in charge of designing and animating the first enemy the player will encounter in the game. The original concept document already had completed enemy designs but the group found them to be more adorable than terrifying, which did not really match the tone we were going for. One of the main aesthetics of the game is the dark and haunting atmosphere of being aboard a […]
The eighth passenger of Icaros 1
Going from white, sterile spaceship interiors to slimy (probably unhygienic) alien stowaways; I was put in charge of designing and animating the first enemy the player will encounter in the game. The original concept document already had completed enemy designs but the group found them to be more adorable than terrifying, which did not really match the tone we were going for. One of the main aesthetics of the game is the dark and haunting atmosphere of being aboard a […]