Monthly Archives: March 2015

Weekly blog assignment #5

Hi everyone!
I started out this week with finishing my bounce power-up, I did have some troubles with it as it had some bugs. After spending a considerable amount of time on it I asked for help from our lead code, after a few iterations we were able to solve it and now it works fine (most of the time).
The main thing I worked on this week was creating a instructions state, where the players can see two pictures that explains […]

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Program: Programming

Weekly blog assignment #5

Hi everyone!
I started out this week with finishing my bounce power-up, I did have some troubles with it as it had some bugs. After spending a considerable amount of time on it I asked for help from our lead code, after a few iterations we were able to solve it and now it works fine (most of the time).
The main thing I worked on this week was creating a instructions state, where the players can see two pictures that explains […]

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Program: Programming

”GameOverState”

Den här veckan tänker jag skriva lite om hur jag tänkte när jag gjorde ”GameOverState” klassen och även lite om huvudmenyn då det är en och samma sak, bara i olika klasser.”GameOverState” klassen påminner mycket om meny klassen  som jag gjorde förra veckan. Jag tog meny klassen som bas för att göra ”gameover”, när spelaren dör / blir fasttagen av fienden så ska spelaren se ”gameover” skärmen som är ett separat ”gamestate”.
”GameOverState” har för […]

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Program: Programming

”GameOverState”

Den här veckan tänker jag skriva lite om hur jag tänkte när jag gjorde ”GameOverState” klassen och även lite om huvudmenyn då det är en och samma sak, bara i olika klasser.”GameOverState” klassen påminner mycket om meny klassen  som jag gjorde förra veckan. Jag tog meny klassen som bas för att göra ”gameover”, när spelaren dör / blir fasttagen av fienden så ska spelaren se ”gameover” skärmen som är ett separat ”gamestate”.
”GameOverState” har för […]

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Program: Programming

Game Development Blog 5

This is was the last week before the beta show off in our Game Development course. This week I have been doing all sorts of things to finish stuff before the beta show off, but just like the previous two weeks I will focus this blog on AI since I feel like that is the biggest single task I have worked on during the week.
So last week I described how I wanted my AI to work, when to go for […]

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Program: Programming

Game Development Blog 5

This is was the last week before the beta show off in our Game Development course. This week I have been doing all sorts of things to finish stuff before the beta show off, but just like the previous two weeks I will focus this blog on AI since I feel like that is the biggest single task I have worked on during the week.
So last week I described how I wanted my AI to work, when to go for […]

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Program: Programming

Fixing a Level Design

So I dedicated part of this week to restructuring our level design map. The initial map were only lines and thus it was really cluttered and hard to read. The point of the map is to provide the person who builds the map with the information necessary to do so. Everything need to be easy to read, easily discernible and provide a clear structure to follow when building it. The first draft I made failed to deliver on all of […]

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Program: Graphics

Fixing a Level Design

So I dedicated part of this week to restructuring our level design map. The initial map were only lines and thus it was really cluttered and hard to read. The point of the map is to provide the person who builds the map with the information necessary to do so. Everything need to be easy to read, easily discernible and provide a clear structure to follow when building it. The first draft I made failed to deliver on all of […]

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Program: Graphics

it’s the little things

Ok now we are getting really close to the beta for our game. Which is tomorrow In fact. And whit this we have to fix the little things that are remaining for our game to be more complete than before. And especially this week I have been working on several things which includes fixing our second enemy’s attack and also the font for our hand held artificial companion (H.A.C).
So first was some bug fixing regarding our second enemy. Our second […]

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Program: Programming

it’s the little things

Ok now we are getting really close to the beta for our game. Which is tomorrow In fact. And whit this we have to fix the little things that are remaining for our game to be more complete than before. And especially this week I have been working on several things which includes fixing our second enemy’s attack and also the font for our hand held artificial companion (H.A.C).
So first was some bug fixing regarding our second enemy. Our second […]

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Program: Programming

Game Development –Introduction: Week 7

So this week…This week I had the impeccable timing to get sick, which lines up perfectly with the Beta-deadline this Friday . That means there is not as much to talk about as I would like but I have worked on the second enemy type.
So, the second enemy type is the Ranged type. While designing this enemy type I applied the principles we learned about creating a distinct silhouettes and adjusting function to form. So where the Melee enemy […]

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Program: Graphics

Game Development –Introduction: Week 7

So this week…This week I had the impeccable timing to get sick, which lines up perfectly with the Beta-deadline this Friday . That means there is not as much to talk about as I would like but I have worked on the second enemy type.
So, the second enemy type is the Ranged type. While designing this enemy type I applied the principles we learned about creating a distinct silhouettes and adjusting function to form. So where the Melee enemy […]

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Program: Graphics

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 […]

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Program: Graphics

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 […]

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Program: Graphics

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 […]

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Program: Graphics

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 […]

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Program: Graphics

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 […]

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Program: Graphics

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 […]

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Program: Graphics

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 […]

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Program: Programming

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 […]

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Program: Programming

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

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Program: Programming

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

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Program: Programming

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 […]

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Program: Graphics

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 […]

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Program: Graphics