Daily Archives: March 12, 2015
Space Dev 5(?) – Further Exploration of Common Household Objects
Alright kids, here it finally is: the Official Fancy Mansion Evironmental Artists’ Guide to Referencing. I suggest you guard this secret close to your heart, as it’ll prove vital to all your luxurious mansion drawing needs. This is an invaluable tool and I trust you’ll find yourself coming back to this guide time and time again for the entiriety of your career. But enough preamble, let’s get started.
First, you’ll have to decide what piece of furniture you’re drawing. Once you […]
Space Dev 5(?) – Further Exploration of Common Household Objects
Alright kids, here it finally is: the Official Fancy Mansion Evironmental Artists’ Guide to Referencing. I suggest you guard this secret close to your heart, as it’ll prove vital to all your luxurious mansion drawing needs. This is an invaluable tool and I trust you’ll find yourself coming back to this guide time and time again for the entiriety of your career. But enough preamble, let’s get started.
First, you’ll have to decide what piece of furniture you’re drawing. Once you […]
Kill your darlings
So for this week I animated the death animation for Alien 02. The animation shows how the alien either melts, vanishes into thin air, or is simply vaporized by the player. We can also see how the alien’s metallic spine strains together, into what looks like a liquid ball of whatever material the spine is made out, and is violently split into four projectiles that are launched away from the remains of the alien.
When I looked at the blog post […]
Kill your darlings
So for this week I animated the death animation for Alien 02. The animation shows how the alien either melts, vanishes into thin air, or is simply vaporized by the player. We can also see how the alien’s metallic spine strains together, into what looks like a liquid ball of whatever material the spine is made out, and is violently split into four projectiles that are launched away from the remains of the alien.
When I looked at the blog post […]
Roots
A few things came up during last Mondays play testing of our game Mole Munch. Several testers remarked that they wanted to be able to see where the vegetables, located above ground, were when digging under ground. It is also note worthy that no one was able to complete the game so we had to think of ways to make it easier for the players. Having previously only briefly discussed implementing vegetable roots to make it easier to find the vegetables […]
Roots
A few things came up during last Mondays play testing of our game Mole Munch. Several testers remarked that they wanted to be able to see where the vegetables, located above ground, were when digging under ground. It is also note worthy that no one was able to complete the game so we had to think of ways to make it easier for the players. Having previously only briefly discussed implementing vegetable roots to make it easier to find the vegetables […]
Team 12 Game Development Artifact 5- Drawing guides
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.
This week’s artifact is going to be a little bit different. It’s going to be diffrent in both fucntalolity and pourpse.
What ?
It’s […]
Team 12 Game Development Artifact 5- Drawing guides
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.
This week’s artifact is going to be a little bit different. It’s going to be diffrent in both fucntalolity and pourpse.
What ?
It’s […]
Let's have fun, you and I, UI
Beta is drawing close and we have barely put any visual feedback into our game. Nothing to show if you have enough money to finish the level, nothing to show how many glowsticks you have and no way of telling whether you have a power up item in his … – Läs hela inlägget här
Let's have fun, you and I, UI
Beta is drawing close and we have barely put any visual feedback into our game. Nothing to show if you have enough money to finish the level, nothing to show how many glowsticks you have and no way of telling whether you have a power up item in his … – Läs hela inlägget här
Week 8 of Spelutveckling, introduktion. Endings and Deaths.
This week I’ve been working on the end of beta presentation and some death animations as well. I’ve also worked on fixing the design document, level design and game balance, but that didn’t make an equally dramatic title.
So let’s start with the end, death animations.
The character designs, Huge logger and Archer respectively, was created by my lead artist Nisse Lindblom. Starting with the Archer, let us go through the process of animating it in Photoshop.
The first frame […]
Week 8 of Spelutveckling, introduktion. Endings and Deaths.
This week I’ve been working on the end of beta presentation and some death animations as well. I’ve also worked on fixing the design document, level design and game balance, but that didn’t make an equally dramatic title.
So let’s start with the end, death animations.
The character designs, Huge logger and Archer respectively, was created by my lead artist Nisse Lindblom. Starting with the Archer, let us go through the process of animating it in Photoshop.
The first frame […]
Game Development – Nr.5 | Magic Writer
Hello everyone!
This week i have continued working on the previous project Magic Writer. This week has mostly been about polishing everything in the game. There is not many new mechanics to implement anymore so i have been working a little bit on everything. I will talk about the ”biggest” artifact of this week even though I have mostly been working on small artifacts/polishing.
The power up bar
The main purpose of this power up bar is to give a visual representation of […]
Game Development – Nr.5 | Magic Writer
Hello everyone!
This week i have continued working on the previous project Magic Writer. This week has mostly been about polishing everything in the game. There is not many new mechanics to implement anymore so i have been working a little bit on everything. I will talk about the ”biggest” artifact of this week even though I have mostly been working on small artifacts/polishing.
The power up bar
The main purpose of this power up bar is to give a visual representation of […]
I´m writing this post on the day before the beta. There has been a lot to do these last few weeks. I´ve mainly been working on the introductory screen and the failure screen. The intro screen will show the player the basic back story and objective of the game. We wanted to show this using only pictures.
I achieved this by adding a few speech bubbles to the background image. I wanted to depict the relationship between the main character, […]
I´m writing this post on the day before the beta. There has been a lot to do these last few weeks. I´ve mainly been working on the introductory screen and the failure screen. The intro screen will show the player the basic back story and objective of the game. We wanted to show this using only pictures.
I achieved this by adding a few speech bubbles to the background image. I wanted to depict the relationship between the main character, […]
Game Production: Feature 5
This week we have been scrambling to get all our artwork done for the beta presentation this friday. So I have been working on a lot of different stuff, mostly animations and effects.
So in this blog I’ll describe a few different animation and how I created them.
First is the enemy with the big axe, I made walk animations and an attack animation for him. These are the results:
He is supposed to hit all trees in his vicinity so […]
Game Production: Feature 5
This week we have been scrambling to get all our artwork done for the beta presentation this friday. So I have been working on a lot of different stuff, mostly animations and effects.
So in this blog I’ll describe a few different animation and how I created them.
First is the enemy with the big axe, I made walk animations and an attack animation for him. These are the results:
He is supposed to hit all trees in his vicinity so […]
The Green Warden – Report 5
Above is an example of how the main menu would look like.Artist: Eva Sokolova
This week, work on the Main Menu has continued slowly. I have been trying different methods of solving the errors I encounter and so far I have solved the error in the Update class which was a case of a lacking return statement that I had overlooked.
bool MainMenuState::Update(float deltatime)
{
if (m_start == true)
{
MainMenuState::GetNextState() = true;
return false;
}
if (m_exit == true)
{
MainMenuState::Exit();
}
return true;
}
Once that had been dealt with however, […]
The Green Warden – Report 5
Above is an example of how the main menu would look like.Artist: Eva Sokolova
This week, work on the Main Menu has continued slowly. I have been trying different methods of solving the errors I encounter and so far I have solved the error in the Update class which was a case of a lacking return statement that I had overlooked.
bool MainMenuState::Update(float deltatime)
{
if (m_start == true)
{
MainMenuState::GetNextState() = true;
return false;
}
if (m_exit == true)
{
MainMenuState::Exit();
}
return true;
}
Once that had been dealt with however, […]
Finished Player Avatar Animations
Quck recap of the story of my team’s game before I go into detail about what I’ve been doing for it this week:
The name is The Fancy Mansion Heist, and you play as a burglar who’s breaking into the mansion of Mr. Otto von Fancy, to steal his various valuables and money. He stalks you throughout your wandering around the building, shotgun blunderbuss in hand and ready to shoot you the second he hears or sees you.
So! This week I’ve been […]
Finished Player Avatar Animations
Quck recap of the story of my team’s game before I go into detail about what I’ve been doing for it this week:
The name is The Fancy Mansion Heist, and you play as a burglar who’s breaking into the mansion of Mr. Otto von Fancy, to steal his various valuables and money. He stalks you throughout your wandering around the building, shotgun blunderbuss in hand and ready to shoot you the second he hears or sees you.
So! This week I’ve been […]
Game Development Blog 5.
Dearie me, we’re all beat.
Everyone is working really hard in our group in order to get everything into the beta-version of the game. It’s starting to really come together, now, all that needs to be done is finishing up the level-design, add the pickups, and after that our coders can finally get going for real on the pathfinding.
As for what I’ve done this week, there’s been a number of small things, a few big things and some running about between […]
Game Development Blog 5.
Dearie me, we’re all beat.
Everyone is working really hard in our group in order to get everything into the beta-version of the game. It’s starting to really come together, now, all that needs to be done is finishing up the level-design, add the pickups, and after that our coders can finally get going for real on the pathfinding.
As for what I’ve done this week, there’s been a number of small things, a few big things and some running about between […]