Monthly Archives: March 2015
Week 7, Game Design
So, this week I am still working on the soundtrack for our game. I was gravely mistaken on the time it would take to actually make a soundtrack from scratch. Since I am making the soundtrack in three different stages, meaning that I will divide the song into three parts even tho they have the same basic sound, it is harder and I cant just pick a song. This is so that the programmer can set when the song will […]
Week 7, Game Design
So, this week I am still working on the soundtrack for our game. I was gravely mistaken on the time it would take to actually make a soundtrack from scratch. Since I am making the soundtrack in three different stages, meaning that I will divide the song into three parts even tho they have the same basic sound, it is harder and I cant just pick a song. This is so that the programmer can set when the song will […]
Artifact 4 – Animations Enemies
ARTIFACT 4 – ANIMATIONS ENEMIESin Dash BAT
Seven weeks has now passed since my team 12 and I started the Space Shooter Project “Heartbeat Bat”. The original concept was designed by Team 7. The Alpha is over and we are now heading towards the Beta.
For this weeks blog assignment I am going to tell you about the creation process of the enemies for Dash BAT. Originally there was going to be three different levels with three unique enemies representing that level. However since […]
Artifact 4 – Animations Enemies
ARTIFACT 4 – ANIMATIONS ENEMIESin Dash BAT
Seven weeks has now passed since my team 12 and I started the Space Shooter Project “Heartbeat Bat”. The original concept was designed by Team 7. The Alpha is over and we are now heading towards the Beta.
For this weeks blog assignment I am going to tell you about the creation process of the enemies for Dash BAT. Originally there was going to be three different levels with three unique enemies representing that level. However since […]
Green Warden: Week 7 – Mini map
So this is the seventh week of this project! I think it is starting to show a bit, everyone is growing a bit tired no matter if things are going well or not. But there is not much to do besides keeping on working!
This week I have worked a little with the mini map for the game. Originally it was just an exact replica of the actual game but in smaller version. This meant everything was scaled down, from the […]
Green Warden: Week 7 – Mini map
So this is the seventh week of this project! I think it is starting to show a bit, everyone is growing a bit tired no matter if things are going well or not. But there is not much to do besides keeping on working!
This week I have worked a little with the mini map for the game. Originally it was just an exact replica of the actual game but in smaller version. This meant everything was scaled down, from the […]
Ambient pressure voice logs
This week I have been working on developing a radio voice for our game Ambient pressure. The voice supports the narrative and gives the player a quick tutorial of what the goal is. It also gives a hint of the dangers the diver is about to face.
For this artefact, me and David Crosson wrote a script of what the voice was supposed to say. The first time that the voice appears is in the first level. In summary it tells […]
Ambient pressure voice logs
This week I have been working on developing a radio voice for our game Ambient pressure. The voice supports the narrative and gives the player a quick tutorial of what the goal is. It also gives a hint of the dangers the diver is about to face.
For this artefact, me and David Crosson wrote a script of what the voice was supposed to say. The first time that the voice appears is in the first level. In summary it tells […]
2D Game Project: Stuff and things
It’s blogging time!
For the last week I have been on art duty and have been trying to produce a couple of art assets. But first some backstory. The world of the game I am working on, The Last Signal, is suppose to be an abandoned space ship. To be exact the game is about a science vessel traversing the final frontier gathering knowledge about other planets in hope of finding resources and easily habitable planets. But when approaching the latest […]
2D Game Project: Stuff and things
It’s blogging time!
For the last week I have been on art duty and have been trying to produce a couple of art assets. But first some backstory. The world of the game I am working on, The Last Signal, is suppose to be an abandoned space ship. To be exact the game is about a science vessel traversing the final frontier gathering knowledge about other planets in hope of finding resources and easily habitable planets. But when approaching the latest […]
Week 6
Week 6
This week we are entering the end face of our alfa production. Moving from pre-production to actually implementing animations and art in the code. It is critical that basic game play is working in order to have time to polish everything before the Alfa. Features as menu, background and pinata animations must be in place for the coders to test.
I have been focusing on the background lately and is adding details to buildings in the mexican village. This process […]
Week 6
Week 6
This week we are entering the end face of our alfa production. Moving from pre-production to actually implementing animations and art in the code. It is critical that basic game play is working in order to have time to polish everything before the Alfa. Features as menu, background and pinata animations must be in place for the coders to test.
I have been focusing on the background lately and is adding details to buildings in the mexican village. This process […]
Game Development Blog 4.
So. Week 2 of Beta. Didn’t think we’d still be a team by now. We had a lot of bumps along the road, and some dangerous obstacles still in it. That said, we’re still progressing steadily as a group and having fun with what we’re doing.
This week I have been working with a lot of smaller things. I’ve done some audio editing with the sound we recorded with David Crosson as our voice for Otto. All of the sounds were […]
Game Development Blog 4.
So. Week 2 of Beta. Didn’t think we’d still be a team by now. We had a lot of bumps along the road, and some dangerous obstacles still in it. That said, we’re still progressing steadily as a group and having fun with what we’re doing.
This week I have been working with a lot of smaller things. I’ve done some audio editing with the sound we recorded with David Crosson as our voice for Otto. All of the sounds were […]
Animating a heavy armor
Animating a heavy armor
This week I was stuck with animations. The most horrid thing I could imagine. Luckily I got away pretty easy and didn’t have to make everything from scratch.
After having painted our powerups last week I realised that we now needed animations for one of them. The Suit of armor. We need our character to move after having put on the suit.
After having put on the armor the player is slowed down by fifty percent. He […]
Animating a heavy armor
Animating a heavy armor
This week I was stuck with animations. The most horrid thing I could imagine. Luckily I got away pretty easy and didn’t have to make everything from scratch.
After having painted our powerups last week I realised that we now needed animations for one of them. The Suit of armor. We need our character to move after having put on the suit.
After having put on the armor the player is slowed down by fifty percent. He […]
Spelutveckling – Introduktion – projektarbetet / vecka 6
Förra veckan spenderade jag och de andra grafikerna mycket tid på att definiera vår artstyle. Vi upptäckte att vårt spel ser inte enhetligt ut ur grafisk synpunkt och jag ville att vi skulle få allt att passa ihop bättre. Man såg bristerna bäst på våra 40 items, vi delade upp dem så att alla designade en tredjedel var utan att innan ha definierat stilen ordentligt. Vi hade innan sagt att vi skulle ha svarta linjer, färgstarkt, starka skuggor och lite […]
Spelutveckling – Introduktion – projektarbetet / vecka 6
Förra veckan spenderade jag och de andra grafikerna mycket tid på att definiera vår artstyle. Vi upptäckte att vårt spel ser inte enhetligt ut ur grafisk synpunkt och jag ville att vi skulle få allt att passa ihop bättre. Man såg bristerna bäst på våra 40 items, vi delade upp dem så att alla designade en tredjedel var utan att innan ha definierat stilen ordentligt. Vi hade innan sagt att vi skulle ha svarta linjer, färgstarkt, starka skuggor och lite […]