Daily Archives: March 19, 2015
Space Shooter Project Blog: Post #6
So, I’m back again. This time I had been tasked to animate our cryopod. With very little knowledge of animation, I had to ask a fellow team member who was in charge of most of our animation for advice on the subject. Below is an image of the cryopod as it was before we started working on it.
The animation I was requested to make was a kind of ”frosty smoke” effect that would help identify it as a cryopod. […]
Space Shooter Project Blog: Post #6
So, I’m back again. This time I had been tasked to animate our cryopod. With very little knowledge of animation, I had to ask a fellow team member who was in charge of most of our animation for advice on the subject. Below is an image of the cryopod as it was before we started working on it.
The animation I was requested to make was a kind of ”frosty smoke” effect that would help identify it as a cryopod. […]
Ambient Pressure – Last Blog
As we lack a lot of work to do, for us who aren’t programmers, I have been set to work on my project raport. As such, I have little to speak about in the manner of work I have done, as I have returned to look through my last raport for how we are supposed to write it, and I have started setting up for it. As well as looking through our documentation and my blog for what to write […]
Ambient Pressure – Last Blog
As we lack a lot of work to do, for us who aren’t programmers, I have been set to work on my project raport. As such, I have little to speak about in the manner of work I have done, as I have returned to look through my last raport for how we are supposed to write it, and I have started setting up for it. As well as looking through our documentation and my blog for what to write […]
Magic Writer – Week 6, Final Production Week
The time is finally here, this will be the last production post I will be making on our groups game “Magic Writer”, because as of next week our game will be completely done. It has been 10 long weeks of production, it has been lots of fun and we all have learned a great deal out of it. But as with all things here in life, it must come to an end. So, without further ado, lets talk about how […]
Magic Writer – Week 6, Final Production Week
The time is finally here, this will be the last production post I will be making on our groups game “Magic Writer”, because as of next week our game will be completely done. It has been 10 long weeks of production, it has been lots of fun and we all have learned a great deal out of it. But as with all things here in life, it must come to an end. So, without further ado, lets talk about how […]
Team 12 Report 6 – The Finishing Touches
Hello everybody! It is finally time for the last blog post for this course! A lot of time has passed and I feel like have developed a huge amount during this course and it is a really fun thing to see!
Anyway let’s talk about the game and how it turned out and what I have been working on this week. This week we in the group decided to put in all of the effort so we would be finished with […]
Team 12 Report 6 – The Finishing Touches
Hello everybody! It is finally time for the last blog post for this course! A lot of time has passed and I feel like have developed a huge amount during this course and it is a really fun thing to see!
Anyway let’s talk about the game and how it turned out and what I have been working on this week. This week we in the group decided to put in all of the effort so we would be finished with […]
week 9, Game Design
This week was a mixed week. I have been sick on and off for two weeks now and tried to get as much work done as possible. I did not work on any sounds this week and went back to helping out with the art. I am making the starting screen and menu screen this week. I thought of some different designs but decided to go with a wooden board hanging from two ropes. The options are gonna turn up […]
week 9, Game Design
This week was a mixed week. I have been sick on and off for two weeks now and tried to get as much work done as possible. I did not work on any sounds this week and went back to helping out with the art. I am making the starting screen and menu screen this week. I thought of some different designs but decided to go with a wooden board hanging from two ropes. The options are gonna turn up […]
Game Development Blog 6
So this is the first of two polish weeks before final!
Now we will focus on making sure that the game actually works and looks good, and most importantly, is hopefully fun to play.
This week, just like the last couple of weeks I have been mostly focusing on enemy AI, more specifically the pathfinding behavior of our AI.
This has proven much more time consuming than I had imagined at the start of this project, but I feel like I have learned […]
Game Development Blog 6
So this is the first of two polish weeks before final!
Now we will focus on making sure that the game actually works and looks good, and most importantly, is hopefully fun to play.
This week, just like the last couple of weeks I have been mostly focusing on enemy AI, more specifically the pathfinding behavior of our AI.
This has proven much more time consuming than I had imagined at the start of this project, but I feel like I have learned […]
Game Development – Introduction: Week 8
With soon 10 weeks since the start of the project we’re now entering the final phase. For me that has meant a considerable amount of stress, with other courses taking up a large portion of my time but also time to go back and do some more low-key work redesigning some assets so this week I will be speaking about the seeds and the seed inventory-part of the GUI.
When I first drew the seeds, it was the night before the GDD-hand […]
Game Development – Introduction: Week 8
With soon 10 weeks since the start of the project we’re now entering the final phase. For me that has meant a considerable amount of stress, with other courses taking up a large portion of my time but also time to go back and do some more low-key work redesigning some assets so this week I will be speaking about the seeds and the seed inventory-part of the GUI.
When I first drew the seeds, it was the night before the GDD-hand […]
Design for Magic Writer. Blog post 6, Design Document
No one ever reads the design document…The tale of a game designerWelcome back to another Magic Writer design blog post! This week is the last one and I’ll be writing a more overarching post about our teams design document.
I’m the lead designer for magic writer, and in the early stages of our project I was the sole designer. I tasked myself with writing the whole design document and doing all the design work. This turned out to be much harder […]
Design for Magic Writer. Blog post 6, Design Document
No one ever reads the design document…The tale of a game designerWelcome back to another Magic Writer design blog post! This week is the last one and I’ll be writing a more overarching post about our teams design document.
I’m the lead designer for magic writer, and in the early stages of our project I was the sole designer. I tasked myself with writing the whole design document and doing all the design work. This turned out to be much harder […]
Game Production: Feature 6
This week I have been working on the end screen, it is the screen you get when you lose the game, and since this is a “no victory” game, you will see this screen a lot. Therefore I really wanted it to look nice. In the end of this game you will lose your “Life tree” so I wanted that to be represented in the Image, It is shown in the middle as a stump. It has a shaft of […]
Game Production: Feature 6
This week I have been working on the end screen, it is the screen you get when you lose the game, and since this is a “no victory” game, you will see this screen a lot. Therefore I really wanted it to look nice. In the end of this game you will lose your “Life tree” so I wanted that to be represented in the Image, It is shown in the middle as a stump. It has a shaft of […]
The Fancy Mansion Heist: Final Animations
This’ll be the last blog post I write about the game my team and I are currently working on, called the Fancy Mansion Heist. By this point I’ve explained what the game is about several times, but let us do a quick recap: You play as a burglar breaking into the luxurious mansion of Mr. Otto von Fancy. Your objective? To steal as many valuables and as much cash as you can without getting caught by Otto, who is wandering […]
The Fancy Mansion Heist: Final Animations
This’ll be the last blog post I write about the game my team and I are currently working on, called the Fancy Mansion Heist. By this point I’ve explained what the game is about several times, but let us do a quick recap: You play as a burglar breaking into the luxurious mansion of Mr. Otto von Fancy. Your objective? To steal as many valuables and as much cash as you can without getting caught by Otto, who is wandering […]
”In a [alien tongue] ravaged by [plant tables] our only solace is [different colored tiles]”
Okay so for this week I finished up Alien02 by giving it a tongue.
The tongue comes in two parts: the body and the head. The body is supposed to be stretched out while the head will just look menacing as it is extruded towards the player. There are barely any details on either the head or the body of the tongue simply because they need to be so small that details really does not fit on them. […]
”In a [alien tongue] ravaged by [plant tables] our only solace is [different colored tiles]”
Okay so for this week I finished up Alien02 by giving it a tongue.
The tongue comes in two parts: the body and the head. The body is supposed to be stretched out while the head will just look menacing as it is extruded towards the player. There are barely any details on either the head or the body of the tongue simply because they need to be so small that details really does not fit on them. […]
Space Shooter Project. Blog 6. Level Logistics
So for this blogpost I am going to go through some logistical solutions regarding our level design. We have so far had a few problems in structuring our level. This is mainly due to the fact that we lack a proper tilemap. Hence we are placing interactive objects through hard coding. This makes moving objects around and testing different level structures very tedious. In addition to this we have certain graphical aspects of our level which needs to correspond with […]
Space Shooter Project. Blog 6. Level Logistics
So for this blogpost I am going to go through some logistical solutions regarding our level design. We have so far had a few problems in structuring our level. This is mainly due to the fact that we lack a proper tilemap. Hence we are placing interactive objects through hard coding. This makes moving objects around and testing different level structures very tedious. In addition to this we have certain graphical aspects of our level which needs to correspond with […]