Monthly Archives: May 2015

Logo and tshirt desgin – Big Game Project

Upon finilizing the game’s name from “MSSP” to “Warpers” we needed a logo as well as tshirts for the Gotland Game Conference.
I was in charge of creating sketches for the logo designs. My initial thought was to incorporate a warp effect in the actual logo to tie in with the name of the game. But I did also want to have the low-tech feel of our space game to convey in the logo. So one day I sat down and […]

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Program: Graphics

Logo and tshirt desgin – Big Game Project

Upon finilizing the game’s name from “MSSP” to “Warpers” we needed a logo as well as tshirts for the Gotland Game Conference.
I was in charge of creating sketches for the logo designs. My initial thought was to incorporate a warp effect in the actual logo to tie in with the name of the game. But I did also want to have the low-tech feel of our space game to convey in the logo. So one day I sat down and […]

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Program: Graphics

Week 6 – Tamarrion – The Pre-Beta


Pre-Beta
This week, we had our first of two pre-beta play testing sessions (Which is great for my thesis, as I’m basing my thesis on the feedback to design decision process).
We’ve worked all week to implement as much as possible into the game. A Beta version of a game means that all FEATURES has to be implemented, and I’m happy to say that they are, and we also managed to get a lot of new assets into the the actual […]

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Program: Programming

Week 6 – Tamarrion – The Pre-Beta


Pre-Beta
This week, we had our first of two pre-beta play testing sessions (Which is great for my thesis, as I’m basing my thesis on the feedback to design decision process).
We’ve worked all week to implement as much as possible into the game. A Beta version of a game means that all FEATURES has to be implemented, and I’m happy to say that they are, and we also managed to get a lot of new assets into the the actual […]

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Program: Programming

Harakat rebooted.

Today we reworked harakat mode. By a pretty big amount programming-wise. Previously it would allow players to slow down time in order to line up a maximum of three spells and cast them all at the end, certain constellations of spells would also be able to form combination spells.
After today’s quality time with teachers we have reworked the harakat meter to contain three ‘orbs’ segments, each of these represents one charge of Harakat which is notably shorter than the earlier […]

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Program: Programming

Harakat rebooted.

Today we reworked harakat mode. By a pretty big amount programming-wise. Previously it would allow players to slow down time in order to line up a maximum of three spells and cast them all at the end, certain constellations of spells would also be able to form combination spells.
After today’s quality time with teachers we have reworked the harakat meter to contain three ‘orbs’ segments, each of these represents one charge of Harakat which is notably shorter than the earlier […]

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Program: Programming

Polypainting

Since the issue of polypaint not being able to be exported resolved I continued painting on the high poly model. Apart from the skin, especially the face that is the most complex part on the model, I have done little more than basic details. I have added light to all edges to make them look worn, and darkened creases.

As we want to create a hand painted look I have basically just blocked out where […]

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Program: Graphics

Polypainting

Since the issue of polypaint not being able to be exported resolved I continued painting on the high poly model. Apart from the skin, especially the face that is the most complex part on the model, I have done little more than basic details. I have added light to all edges to make them look worn, and darkened creases.

As we want to create a hand painted look I have basically just blocked out where […]

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Program: Graphics

Spirit Boom Title Screen

Last week I worked on the title screen, the logo, combat UI and some more characters for the game.
Here is a video of the title screen being made.

The logo.

The Title screen with UI.

Combat UI.

And some more characters.

And an update on the village. It’s scaled down to about half size for the blog, but it’s still pretty big.

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Program: Graphics

Spirit Boom Title Screen

Last week I worked on the title screen, the logo, combat UI and some more characters for the game.
Here is a video of the title screen being made.

The logo.

The Title screen with UI.

Combat UI.

And some more characters.

And an update on the village. It’s scaled down to about half size for the blog, but it’s still pretty big.

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Program: Graphics

BGP – Game Logo – Scrap Pirates

This week, among a few other things, I worked on the Logo to our project, Scrap Pirates. And so, without further ado, here it is!

Scrap Pirates Logo

Overall the logo is perhaps slightly darker than we originally intended to increase the readability when resized. Other than that however I am rather pleased with the result.
I should also point out that the vector base and work on the fonts silhouette was done by another member of the team, Jenny Grip, so […]

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Program: Graphics

BGP – Game Logo – Scrap Pirates

This week, among a few other things, I worked on the Logo to our project, Scrap Pirates. And so, without further ado, here it is!

Scrap Pirates Logo

Overall the logo is perhaps slightly darker than we originally intended to increase the readability when resized. Other than that however I am rather pleased with the result.
I should also point out that the vector base and work on the fonts silhouette was done by another member of the team, Jenny Grip, so […]

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Program: Graphics

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 […]

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Program: Programming

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 […]

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Program: Programming

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 […]

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Program: Graphics

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 […]

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Program: Graphics

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 […]

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Program: Programming

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 […]

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Program: Programming

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 […]

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Program: Graphics

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 […]

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Program: Graphics

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 […]

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Program: Programming

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 […]

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Program: Programming

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 […]

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Program: Graphics

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 […]

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Program: Graphics