Monthly Archives: March 2015

Game Development Blog 6.

Here’s a bit of music for you to listen to while you read, should you like to:

Brace for deceleration, we’re calming down.
So the last few weeks have been quite stressful for our team of 6 people. With one of our coders leaving the course and the never-ending updates and fixes that we can do to the game itself, it’s been pretty hard. That said we’re finally up in front of these things  and it’s looking like the game might be […]

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Program: Graphics

Game Development Blog 6.

Here’s a bit of music for you to listen to while you read, should you like to:

Brace for deceleration, we’re calming down.
So the last few weeks have been quite stressful for our team of 6 people. With one of our coders leaving the course and the never-ending updates and fixes that we can do to the game itself, it’s been pretty hard. That said we’re finally up in front of these things  and it’s looking like the game might be […]

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Program: Graphics

Game Dev: Smarter enemies and other tasty features

Hi!
This is the last week of development for Mole Munch, which means this is the last Mole Munch blogpost! Technically we do have another week after this one, but most of that will be spent obsessing over project reports and finishing work from the graphics course. Even this week the art side of Mole Munch decided to cut down on the hours in order to dedicate more hours to the 2D course.
I have been working on getting those last tasty […]

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Program: Graphics

Game Dev: Smarter enemies and other tasty features

Hi!
This is the last week of development for Mole Munch, which means this is the last Mole Munch blogpost! Technically we do have another week after this one, but most of that will be spent obsessing over project reports and finishing work from the graphics course. Even this week the art side of Mole Munch decided to cut down on the hours in order to dedicate more hours to the 2D course.
I have been working on getting those last tasty […]

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Program: Graphics

Beta Aftermath – Refinement work before Final Release

Well, my hopes came true. The Beta-presentation went terrific. The teachers and the crowd liked the music that I chose, as it fitted the mood for the game. They came up with ideas and drafts on how to change some of the graphics, particularly the backgrounds, but nothing for my mole sprite (and the animations for it), which I think is a good sign. It seems like everyone likes my mole design; they think he’s a cutiepie who you easily […]

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Program: Graphics

Beta Aftermath – Refinement work before Final Release

Well, my hopes came true. The Beta-presentation went terrific. The teachers and the crowd liked the music that I chose, as it fitted the mood for the game. They came up with ideas and drafts on how to change some of the graphics, particularly the backgrounds, but nothing for my mole sprite (and the animations for it), which I think is a good sign. It seems like everyone likes my mole design; they think he’s a cutiepie who you easily […]

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Program: Graphics

Game Development Process Week 8

A new week, a new blogpost!
This week has been all about redesigning the Astronaut sprite for the game and trying to follow the critics that we got during last weeks beta presentation. The presentation went pretty well in my opinion even if we did not have assets in the game yet. But the part of the critics that we got was that about the Astronaut.
The things that they thought felt wrong with the astronaut was that he did not move […]

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Program: Graphics

Game Development Process Week 8

A new week, a new blogpost!
This week has been all about redesigning the Astronaut sprite for the game and trying to follow the critics that we got during last weeks beta presentation. The presentation went pretty well in my opinion even if we did not have assets in the game yet. But the part of the critics that we got was that about the Astronaut.
The things that they thought felt wrong with the astronaut was that he did not move […]

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Program: Graphics

Loading screen


During both of our group’s playtesting sessions we have received critique about our controls. We have also received a lot of critique about the information regarding those controls. We have received critique against the information regarding our mission objective and gameplay features such as having to “sell” the valuables before actually receiving money. People have had trouble finding where they can sell these items, where you end the mission, why the game is on a timer, how the hud […]

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Program: Graphics

Loading screen


During both of our group’s playtesting sessions we have received critique about our controls. We have also received a lot of critique about the information regarding those controls. We have received critique against the information regarding our mission objective and gameplay features such as having to “sell” the valuables before actually receiving money. People have had trouble finding where they can sell these items, where you end the mission, why the game is on a timer, how the hud […]

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Program: Graphics

2D Game Project: Things I have learned in the process

The end is nigh
 
Final week, final blog for this project. As I have stated previously the game will not really be finished. It will work but it will not really be a game. No objectives will have been implemented and the levels after the first one have practically not been worked on at all. But it is all to be expected from the first game me and my fellows. I worried that we would overscope so from the beginning I […]

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Program: Graphics

2D Game Project: Things I have learned in the process

The end is nigh
 
Final week, final blog for this project. As I have stated previously the game will not really be finished. It will work but it will not really be a game. No objectives will have been implemented and the levels after the first one have practically not been worked on at all. But it is all to be expected from the first game me and my fellows. I worried that we would overscope so from the beginning I […]

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Program: Graphics

Shading

Ok, like I said in my last post, I have been working on some old assignments and I figured that I might as well show you more exactly what I have been working on. So, on with the show!

So for this assignment I had to shade a character that I had drawn for a previous assignment. And well, this is how turned out. In retro spec I can see a few flaws in the shading and in the character. […]

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Program: Graphics

Shading

Ok, like I said in my last post, I have been working on some old assignments and I figured that I might as well show you more exactly what I have been working on. So, on with the show!

So for this assignment I had to shade a character that I had drawn for a previous assignment. And well, this is how turned out. In retro spec I can see a few flaws in the shading and in the character. […]

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Program: Graphics

Artifact 6 – Logo

ARTIFACT 6 – LOGOin Dash BAT
Nine weeks has now passed since my team 12 and I started the Space Shooter Project “Dash Bat”. The original concept was designed by Team 7. The Beta is over and we only have one week left before the game should be fully finished and playable. I am really excited!
I am starting to feel abit emotional about finally being done with the development of Dash Bat. We have had our ups and downs in the team but […]

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Program: Graphics

Artifact 6 – Logo

ARTIFACT 6 – LOGOin Dash BAT
Nine weeks has now passed since my team 12 and I started the Space Shooter Project “Dash Bat”. The original concept was designed by Team 7. The Beta is over and we only have one week left before the game should be fully finished and playable. I am really excited!
I am starting to feel abit emotional about finally being done with the development of Dash Bat. We have had our ups and downs in the team but […]

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Program: Graphics

Team 12 Report 5 – Beta Polishing & Problems.

Hello everybody! This week has been a tough one filled with hours upon hours of work for us! The beta presentation has always been like a shining light at the end of the tunnel for us and we really wanted something nice to show during the presentation. Unfortunately this week has also been plagued by a lot of problems and communication errors between the programmers and the graphics artists. But problems aside this week has been very productive and we […]

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Program: Programming

Team 12 Report 5 – Beta Polishing & Problems.

Hello everybody! This week has been a tough one filled with hours upon hours of work for us! The beta presentation has always been like a shining light at the end of the tunnel for us and we really wanted something nice to show during the presentation. Unfortunately this week has also been plagued by a lot of problems and communication errors between the programmers and the graphics artists. But problems aside this week has been very productive and we […]

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Program: Programming

Final Beta Week

This week me and my team have been hard at work finishing most of the things that need to be done before the beta presentations. At the start of the week we created a document that everyone filled in with things that we thought had to be done before the presentations. We programmers already sort of knew what had to be done, so we just filled in and divided the tasks between us. The tasks that i had were the […]

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Program: Programming

Final Beta Week

This week me and my team have been hard at work finishing most of the things that need to be done before the beta presentations. At the start of the week we created a document that everyone filled in with things that we thought had to be done before the presentations. We programmers already sort of knew what had to be done, so we just filled in and divided the tasks between us. The tasks that i had were the […]

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Program: Programming

Creating Colliders by Magic

So we realized that our wall colliders were too many to be efficient. Each wall segment the size of one tile had its own collider which was created by the tile itself at the time of its instantiation. Every wall instance knew what kind of wall segment it was (information that was also used for determining which texture to load), and shaped the collider accordingly. (We had some struggles here because the shape of certain wall segments called for a […]

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Program: Programming

Creating Colliders by Magic

So we realized that our wall colliders were too many to be efficient. Each wall segment the size of one tile had its own collider which was created by the tile itself at the time of its instantiation. Every wall instance knew what kind of wall segment it was (information that was also used for determining which texture to load), and shaped the collider accordingly. (We had some struggles here because the shape of certain wall segments called for a […]

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Program: Programming

Continuing the sound implementation.

This week I have continued working on the sound implementation, the same thing that I have essantaly been working on for 2 weeks  now, however last week I was doing alot of sound gathering of sound as well as sound testing, and almost no programing. this week however I had to focus almost single handedly on programing since most of the other stuff was done, and the beta was comming so all the sound had to be in the game.
So basicly my task for […]

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Program: Programming

Continuing the sound implementation.

This week I have continued working on the sound implementation, the same thing that I have essantaly been working on for 2 weeks  now, however last week I was doing alot of sound gathering of sound as well as sound testing, and almost no programing. this week however I had to focus almost single handedly on programing since most of the other stuff was done, and the beta was comming so all the sound had to be in the game.
So basicly my task for […]

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Program: Programming