Daily Archives: May 10, 2015
Scrap Pirates – Big Game Project – Blog Post #4
The second game testing session was held on Friday. Most of the feedback was very positive and people seemed to enjoy the game, the only significant flaw that some playetesters pointed out was that they did not like having enemies in a puzzle game. To solve this, the game might have a setting where you can turn off enemies in the game, but hopefully the enemies will be part of the puzzles/obstacles of the game and so this will not […]
Scrap Pirates – Big Game Project – Blog Post #4
The second game testing session was held on Friday. Most of the feedback was very positive and people seemed to enjoy the game, the only significant flaw that some playetesters pointed out was that they did not like having enemies in a puzzle game. To solve this, the game might have a setting where you can turn off enemies in the game, but hopefully the enemies will be part of the puzzles/obstacles of the game and so this will not […]
BGP – Medium Enemy
This time I’ll write briefly about one of the enemies in the project I am currently working on.
Of course in the game there will be different enemy types, but we are doing out best to create at least some sort of context as to why they are there and why they are dangerous. It may appear a bit odd to discover a hostile welding laser in the middle of a corridor, but hey, the maintenance bay may be right around […]
BGP – Medium Enemy
This time I’ll write briefly about one of the enemies in the project I am currently working on.
Of course in the game there will be different enemy types, but we are doing out best to create at least some sort of context as to why they are there and why they are dangerous. It may appear a bit odd to discover a hostile welding laser in the middle of a corridor, but hey, the maintenance bay may be right around […]
Warpers – Incremental Rotation
I’m currently taking the course Big Game Project at Uppsala University – Campus Gotland, where the goal is to have, after 10 weeks, a working vertical slice of a game which might have the potential to become a product worth selling at a later stage.
We’re now six weeks into the production of the game Warpers and this time I’ll write about a small feature called “incremental rotation” or “rotation interpolation“. Say you have a top-down character which you want […]
Warpers – Incremental Rotation
I’m currently taking the course Big Game Project at Uppsala University – Campus Gotland, where the goal is to have, after 10 weeks, a working vertical slice of a game which might have the potential to become a product worth selling at a later stage.
We’re now six weeks into the production of the game Warpers and this time I’ll write about a small feature called “incremental rotation” or “rotation interpolation“. Say you have a top-down character which you want […]
BGP (Scrap Pirates) – Week 6
It’s the week before the Beta, and even though it’s getting more and more stressful everyday it feels okay. Since we scoped down the game, we have had it easier to focus on what it is that needs to be done and it feels like we are on the right track.
I spent most of the week working on the level design with Jenny and since we are creating the level on her computer and I don’t have the project folder […]
BGP (Scrap Pirates) – Week 6
It’s the week before the Beta, and even though it’s getting more and more stressful everyday it feels okay. Since we scoped down the game, we have had it easier to focus on what it is that needs to be done and it feels like we are on the right track.
I spent most of the week working on the level design with Jenny and since we are creating the level on her computer and I don’t have the project folder […]
BGP 2015 – fifth week: Trouble with player movement.
Hello!
This week I’ve mainly been working on the player movement. I tried making it more controllable by the player. This was done by changing the direction of the rigidbody’s velocity to a forward vector multiplied by the magnitude of the old velocity. However this meant that the parts of the velocity that made up movement other than acceleration, such as jumping or strafing, also became a forward vector. As such jumping, strafing, tackling and gravity was ruined, but the […]
BGP 2015 – fifth week: Trouble with player movement.
Hello!
This week I’ve mainly been working on the player movement. I tried making it more controllable by the player. This was done by changing the direction of the rigidbody’s velocity to a forward vector multiplied by the magnitude of the old velocity. However this meant that the parts of the velocity that made up movement other than acceleration, such as jumping or strafing, also became a forward vector. As such jumping, strafing, tackling and gravity was ruined, but the […]
Week 6
This week has not been all that different from the previous weeks. Last weeks post included a picture of a track that I explained was going to be scrapped/remade.
So, this week I have remade the track, welded it together, matched the collision track and tested the level.
These are screenshots of the track as it is in engine when I tested it. Some issues were encountered with the spiral and the sloped […]
Week 6
This week has not been all that different from the previous weeks. Last weeks post included a picture of a track that I explained was going to be scrapped/remade.
So, this week I have remade the track, welded it together, matched the collision track and tested the level.
These are screenshots of the track as it is in engine when I tested it. Some issues were encountered with the spiral and the sloped […]
Big Game Project; Week 6
The week of the Pre-Beta.
In this week we had to prepare the features that needed to be present for the next week deadline and that is the Beta week, at that stage everything should be ready and done leaving the last week (week 8) for polishing only and getting rid of bugs that are present in the game.
This week we aimed at getting the main feature ready and that is casting and combining magic, this involves the control […]
Big Game Project; Week 6
The week of the Pre-Beta.
In this week we had to prepare the features that needed to be present for the next week deadline and that is the Beta week, at that stage everything should be ready and done leaving the last week (week 8) for polishing only and getting rid of bugs that are present in the game.
This week we aimed at getting the main feature ready and that is casting and combining magic, this involves the control […]
BGP#5 – The Screenshot Week
Greetings!
Two weeks left and this has been an hectic one! But I feel like next one will be even more so.
I’ve spent this week UV mapping and setting together the new scene in Unity playing around with the lighting even more. It has brought some fine results. The Texture maps will be completed next week if everything goes as planned so no textures so show this week. What I can show you though, are some screenshots of the lighting and […]
BGP#5 – The Screenshot Week
Greetings!
Two weeks left and this has been an hectic one! But I feel like next one will be even more so.
I’ve spent this week UV mapping and setting together the new scene in Unity playing around with the lighting even more. It has brought some fine results. The Texture maps will be completed next week if everything goes as planned so no textures so show this week. What I can show you though, are some screenshots of the lighting and […]
Theme Park: Pre-Beta – It’s time to penguin up!
Hi again!
At the time of the last post we were in the middle of a hectic pre-alpha scramble with an overhauled concept and a lot to to do with little time to do it. By now I can tell you that we passed our alpha-presentation and have been working diligently toward our Beta-deadline next week.
With all basic mechanics in place, we have been working on implementing (amongst other things) new levels, hazards, powerups, a dash-mechanic and a new GUI.
As you […]
Theme Park: Pre-Beta – It’s time to penguin up!
Hi again!
At the time of the last post we were in the middle of a hectic pre-alpha scramble with an overhauled concept and a lot to to do with little time to do it. By now I can tell you that we passed our alpha-presentation and have been working diligently toward our Beta-deadline next week.
With all basic mechanics in place, we have been working on implementing (amongst other things) new levels, hazards, powerups, a dash-mechanic and a new GUI.
As you […]
Logo
What I have probably spent the most time on this week though is probably the logo, I started with some super fast sketches, just to get some ideas to base it on. After conferring with the teachers and my team I decided upon one design to continue working on one of them. I had a font in mind that we have used so far, after not finding anything better I decided to take it into illustrator and made it […]
Logo
What I have probably spent the most time on this week though is probably the logo, I started with some super fast sketches, just to get some ideas to base it on. After conferring with the teachers and my team I decided upon one design to continue working on one of them. I had a font in mind that we have used so far, after not finding anything better I decided to take it into illustrator and made it […]