Monthly Archives: March 2015
Coding a main menu
This week has been a bit hectic. Lots to do and little time to do it. We’ve had some big features that feel absolutely necessary to implement for the final version of the game. One of those was a main menu from where the player can start the game and look at highscores, credits, and the control scheme. (And quit the application of course. This was a bit of a hassle to achieve, and the solution isn’t even very pretty. […]
Coding a main menu
This week has been a bit hectic. Lots to do and little time to do it. We’ve had some big features that feel absolutely necessary to implement for the final version of the game. One of those was a main menu from where the player can start the game and look at highscores, credits, and the control scheme. (And quit the application of course. This was a bit of a hassle to achieve, and the solution isn’t even very pretty. […]
Weekly blog assignment #6
Hello people!
As it is getting closer to the final, we have worked on more tuning and polishing. We had a couple of meetings talking about all the things in the game that we had yet not decided. For example there was the defeat screen and the victory screen that we had not decided on how it would look like. What information that the victory screen should show and the same for the defeat screen.
I also worked on making the items […]
Weekly blog assignment #6
Hello people!
As it is getting closer to the final, we have worked on more tuning and polishing. We had a couple of meetings talking about all the things in the game that we had yet not decided. For example there was the defeat screen and the victory screen that we had not decided on how it would look like. What information that the victory screen should show and the same for the defeat screen.
I also worked on making the items […]
The Last Signal – Astronaut “Animation” & More
Sammanfattning
Jag jobbar på spelkonceptet The Last Signal och är nu inne på den åttonde veckan av projektet. Den här veckan har jag fokuserat på enkla animationer för astronauten då vi fick kritik för att den var alldeles för statisk och att en animation/hållningsförändring skulle göra astronauten mer levande.
Hur har arbetet gått?
Jag tycker att arbetet har gått sådär, inte lika bra som jag hade väntat mig. Jag är hyfsat nöjd med mina resultat hitintills men jag fastnade mycket i tankegångar kring […]
The Last Signal – Astronaut “Animation” & More
Sammanfattning
Jag jobbar på spelkonceptet The Last Signal och är nu inne på den åttonde veckan av projektet. Den här veckan har jag fokuserat på enkla animationer för astronauten då vi fick kritik för att den var alldeles för statisk och att en animation/hållningsförändring skulle göra astronauten mer levande.
Hur har arbetet gått?
Jag tycker att arbetet har gått sådär, inte lika bra som jag hade väntat mig. Jag är hyfsat nöjd med mina resultat hitintills men jag fastnade mycket i tankegångar kring […]
Artifact 6
Artifact 6
So our game project is coming to an end and most of the graphical part is finished for our final version. Even though it feels like we could have done so much more if we would have the time, I feel happy and very proud about of own and first made game for the game designer education.
So this week I am going to write about my work on the menu screen. For the beta I did a menu […]
Artifact 6
Artifact 6
So our game project is coming to an end and most of the graphical part is finished for our final version. Even though it feels like we could have done so much more if we would have the time, I feel happy and very proud about of own and first made game for the game designer education.
So this week I am going to write about my work on the menu screen. For the beta I did a menu […]
Coding a main menu
This week has been a bit hectic. Lots to do and little time to do it. We’ve had some big features that feel absolutely necessary to implement for the final version of the game. One of those was a main menu from where the player can start the game and look at highscores, credits, and the control scheme. (And quit the application of course. This was a bit of a hassle to achieve, and the solution isn’t even very pretty. […]
Coding a main menu
This week has been a bit hectic. Lots to do and little time to do it. We’ve had some big features that feel absolutely necessary to implement for the final version of the game. One of those was a main menu from where the player can start the game and look at highscores, credits, and the control scheme. (And quit the application of course. This was a bit of a hassle to achieve, and the solution isn’t even very pretty. […]
Weekly blog assignment #6
Hello people!
As it is getting closer to the final, we have worked on more tuning and polishing. We had a couple of meetings talking about all the things in the game that we had yet not decided. For example there was the defeat screen and the victory screen that we had not decided on how it would look like. What information that the victory screen should show and the same for the defeat screen.
I also worked on making the items […]
Weekly blog assignment #6
Hello people!
As it is getting closer to the final, we have worked on more tuning and polishing. We had a couple of meetings talking about all the things in the game that we had yet not decided. For example there was the defeat screen and the victory screen that we had not decided on how it would look like. What information that the victory screen should show and the same for the defeat screen.
I also worked on making the items […]
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 […]