Monthly Archives: April 2015

BGP – Week 3 – New Character

During the first weeks, since we didn’t want to use Unreals standard blue character but wanted to get the feel in rather quickly, we used a character I had previously made for class. With Alpha coming up however, it was time to switch it out for the actual character, which, obviously, meant creating it. Me and our Creative Director (Alex Untoro), sat down and had a thorough discussion on exactly how we wanted this character to look. Probably the biggest, […]

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Program: Graphics

BGP – Week 3 – New Character

During the first weeks, since we didn’t want to use Unreals standard blue character but wanted to get the feel in rather quickly, we used a character I had previously made for class. With Alpha coming up however, it was time to switch it out for the actual character, which, obviously, meant creating it. Me and our Creative Director (Alex Untoro), sat down and had a thorough discussion on exactly how we wanted this character to look. Probably the biggest, […]

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Program: Graphics

Atmosphere in Warpers – Big Game Project

In order to create the sense of depth in the space levels of the game “MSSP”, a parallax effect is used. This way the planets and/or celestial bodies that are closer to the camera seem to move faster than the distant ones. The movements of planets and stars seem more natural and interesting compared to if they were to all move at the same speed.

The level set up for the blue/green theme of MSSP
However, the parallax effect was not […]

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Program: Graphics

Atmosphere in Warpers – Big Game Project

In order to create the sense of depth in the space levels of the game “MSSP”, a parallax effect is used. This way the planets and/or celestial bodies that are closer to the camera seem to move faster than the distant ones. The movements of planets and stars seem more natural and interesting compared to if they were to all move at the same speed.

The level set up for the blue/green theme of MSSP
However, the parallax effect was not […]

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Program: Graphics

Theme Park: Alpha Week – Seal the deal

Hi again!
Since the last update our game has gone through a re-haul to a battle arena type of game where penguin mothers will try to snatch the last penguin baby and hold on to it for as long as they can, while avoiding various traps and obstacles! To match the new direction, our input was changed to trackballs.
Tomorrow is alpha and we are feeling the heat but considering the major change that was made last Friday it’s better than it […]

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Program: Graphics

Theme Park: Alpha Week – Seal the deal

Hi again!
Since the last update our game has gone through a re-haul to a battle arena type of game where penguin mothers will try to snatch the last penguin baby and hold on to it for as long as they can, while avoiding various traps and obstacles! To match the new direction, our input was changed to trackballs.
Tomorrow is alpha and we are feeling the heat but considering the major change that was made last Friday it’s better than it […]

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Program: Graphics

Past Alpha

As of today we are past the Alpha, at moment of  writing we haven’t technically been approved but our showing worked well enough even though the combinations of spells within Harakat didn’t get shown. But i get ahead of myself. The last two days have been filled with small fixes and putting together an alpha-worthy version. Other than a bunch of small fixes and tweaks i have been setting up a system for being able to add a number of […]

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Program: Programming

Past Alpha

As of today we are past the Alpha, at moment of  writing we haven’t technically been approved but our showing worked well enough even though the combinations of spells within Harakat didn’t get shown. But i get ahead of myself. The last two days have been filled with small fixes and putting together an alpha-worthy version. Other than a bunch of small fixes and tweaks i have been setting up a system for being able to add a number of […]

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Program: Programming

Wednesday, day before Alpha

Today is the day before alpha and we have to crunch pretty hard because of the overhaul. The good thing is that we have come much further than we had with any other idea. Which is comforting. Today I am just making as much as possible so that we have something playable at the alpha. Like making a win state and hp bars to make it able for the players to keep track of who is winning and so on. […]

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Program: Graphics

Wednesday, day before Alpha

Today is the day before alpha and we have to crunch pretty hard because of the overhaul. The good thing is that we have come much further than we had with any other idea. Which is comforting. Today I am just making as much as possible so that we have something playable at the alpha. Like making a win state and hp bars to make it able for the players to keep track of who is winning and so on. […]

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Program: Graphics

Snow Day Mayhem – the day before Alpha!

Again, bad at updating. Sorry.
Anywho, we got the input to work for four trackballs during friday and since then we have been able to implement a lot of things into the game, which feels great!
This is what it looks like right now:

We have four avatars that can move around, making snow underneath them disappear and their snowballs become bigger. If you flick the trackball quick enough you activate a dash, which can be used to knock away other players. […]

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Program: Graphics

Snow Day Mayhem – the day before Alpha!

Again, bad at updating. Sorry.
Anywho, we got the input to work for four trackballs during friday and since then we have been able to implement a lot of things into the game, which feels great!
This is what it looks like right now:

We have four avatars that can move around, making snow underneath them disappear and their snowballs become bigger. If you flick the trackball quick enough you activate a dash, which can be used to knock away other players. […]

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Program: Graphics

Baby squeek at the start of the week


Today I continued with remaking the already started animations so that the mothers can steal the kid in all directions. I also made this animation you see above for when the baby is left alone on the ice.

Now my problem is that the face is hidden while holding the baby in this angle. We have to give them all different features to tell them apart. I would like to go all in […]

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Program: Graphics

Baby squeek at the start of the week


Today I continued with remaking the already started animations so that the mothers can steal the kid in all directions. I also made this animation you see above for when the baby is left alone on the ice.

Now my problem is that the face is hidden while holding the baby in this angle. We have to give them all different features to tell them apart. I would like to go all in […]

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Program: Graphics

GodFire Forge – Gameplay, Weapons and Menus

GODFIRE FORGETheme Park 2015
Hello dwellers! It has been a while since I last wrote a blogpost but that does not mean I have not been working on the project. On the contrary! I have been too busy to even think of writing a blog entry these past weeks. But in this entry I am going to tell you about and show you what I have been busy with. But first, let me explain what kind of […]

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Program: Graphics

GodFire Forge – Gameplay, Weapons and Menus

GODFIRE FORGETheme Park 2015
Hello dwellers! It has been a while since I last wrote a blogpost but that does not mean I have not been working on the project. On the contrary! I have been too busy to even think of writing a blog entry these past weeks. But in this entry I am going to tell you about and show you what I have been busy with. But first, let me explain what kind of […]

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Program: Graphics

Hi!

Time for an introduction, don’t you think?

What is frog Climbers?
Frog Climbers is a chaotic climbing game for up to two players. Players play as professional rock climber frogs, intent on reaching the top of the high mountain in order to gain rock climber glory. Only one frog gets the glory however, so it’s a race to the top using whatever means neccesary in order to become the most famous frog climber!
Who are TeamCrew?
We are a team of five game design […]

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Program: Graphics

Hi!

Time for an introduction, don’t you think?

What is frog Climbers?
Frog Climbers is a chaotic climbing game for up to two players. Players play as professional rock climber frogs, intent on reaching the top of the high mountain in order to gain rock climber glory. Only one frog gets the glory however, so it’s a race to the top using whatever means neccesary in order to become the most famous frog climber!
Who are TeamCrew?
We are a team of five game design […]

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Program: Graphics

Big Game Project, Week 3 – Serialisation and Character Selection

Hi,
This week has been about finishing up the character selection (the programming part) and figuring out how to save and load a game since we will be able to unlock characters we kill in our game so we needed some way to track that as well as all the regular data that needs to be saved like stats on your character and such.
Now the player can choose a character, click the new game button and can then add a name […]

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Program: Programming

Big Game Project, Week 3 – Serialisation and Character Selection

Hi,
This week has been about finishing up the character selection (the programming part) and figuring out how to save and load a game since we will be able to unlock characters we kill in our game so we needed some way to track that as well as all the regular data that needs to be saved like stats on your character and such.
Now the player can choose a character, click the new game button and can then add a name […]

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Program: Programming

A good day for combos

Today was a good day, for me at least there was some issues with setting up the project synchronization since we hit the size cap on out Sourcetree repository.
I have now finally managed to perform a spell the intended way, by holding the right trigger and moving the stick up and quarter circle down right. After Friday’s experiments and some testing this morning we concluded that changing the variable ‘current Spell’ in the spell system included in the player was […]

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Program: Programming

A good day for combos

Today was a good day, for me at least there was some issues with setting up the project synchronization since we hit the size cap on out Sourcetree repository.
I have now finally managed to perform a spell the intended way, by holding the right trigger and moving the stick up and quarter circle down right. After Friday’s experiments and some testing this morning we concluded that changing the variable ‘current Spell’ in the spell system included in the player was […]

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Program: Programming

Overhaul

Overhauling a big part of the project seems to be standard in my team projects by now. Our game designer felt that the game was contradicting while testing it on the pad. The sliding was much more fun than making the ice and the game play felt wrong. So he came up with the idea of 2-4 penguin mothers fighting over 1 baby in a arena. In real life the penguin mothers actually do steal each others babies when losing […]

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Program: Graphics

Overhaul

Overhauling a big part of the project seems to be standard in my team projects by now. Our game designer felt that the game was contradicting while testing it on the pad. The sliding was much more fun than making the ice and the game play felt wrong. So he came up with the idea of 2-4 penguin mothers fighting over 1 baby in a arena. In real life the penguin mothers actually do steal each others babies when losing […]

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Program: Graphics