Monthly Archives: May 2015
Big Game Project Week 5-6
So i forgot to write a blogpost last week so this one will be about both weeks.
I have been working on the the boss, the second enemy and props for the world. I will mostly talk about the boss and enemy in this one.
I have finished the final mesh for the boss. It have been, not hard but tiring. I have had to make hom as smooth as our main character, and he is two times as tall, so there […]
Big Game Project Week 5-6
So i forgot to write a blogpost last week so this one will be about both weeks.
I have been working on the the boss, the second enemy and props for the world. I will mostly talk about the boss and enemy in this one.
I have finished the final mesh for the boss. It have been, not hard but tiring. I have had to make hom as smooth as our main character, and he is two times as tall, so there […]
Scrap Pirates – Week 6
The sixth week has come to the last day and it’s soon to be only two weeks left. Today we will have our second open play testing and next week will be beta. Things are steadily progressing forward and features keep getting implemented and iterated.
I will firstly present my reiteration of the door panel. We wanted it to grab the attention of players more and communicate it’s purpose more clearly, so I added hands in the center of the panel. […]
Scrap Pirates – Week 6
The sixth week has come to the last day and it’s soon to be only two weeks left. Today we will have our second open play testing and next week will be beta. Things are steadily progressing forward and features keep getting implemented and iterated.
I will firstly present my reiteration of the door panel. We wanted it to grab the attention of players more and communicate it’s purpose more clearly, so I added hands in the center of the panel. […]
Middle of the day pre-beta post
We’ve ran into a bit of a snag right now which means i can’t start working on handling spells inside the player class until the spells have been added. Because of this and the fact that i might have to stay a bit late tonight to get everything done for tomorrow’s playtesting i’m writing a blog post in the middle of the day.
We had a slow day yesterday, the only thing i managed to commit was the player actually rotating […]
Middle of the day pre-beta post
We’ve ran into a bit of a snag right now which means i can’t start working on handling spells inside the player class until the spells have been added. Because of this and the fact that i might have to stay a bit late tonight to get everything done for tomorrow’s playtesting i’m writing a blog post in the middle of the day.
We had a slow day yesterday, the only thing i managed to commit was the player actually rotating […]
Snow Day Mayhem – Update!
The Alpha last week went well. The teachers rated our game in the same way the judges do during GGC, that is, on a scale from 0 to 30. If you get above 6 you pass the Alpha, and we got 7,5. I think that was a fair judgement, since our game was still very much in an alpha state.
We’ve changed some graphics and added some things, so this is what the game looks like right now:
The placement of […]
Snow Day Mayhem – Update!
The Alpha last week went well. The teachers rated our game in the same way the judges do during GGC, that is, on a scale from 0 to 30. If you get above 6 you pass the Alpha, and we got 7,5. I think that was a fair judgement, since our game was still very much in an alpha state.
We’ve changed some graphics and added some things, so this is what the game looks like right now:
The placement of […]
BGP Week 4 – Soar Currents
One of the main features of Clouds Below, is the ability to unfold your wings, and soar on the wind. Initially it was intended that this could be used anywhere, but due to its game breaking ability, allowing the player to go anywhere, we decided that it had to be restricted in some way. Since the vertical slice is a linear puzzle platforming experience, where we want the player to go to specific places, in a specific order, we decided […]
BGP Week 4 – Soar Currents
One of the main features of Clouds Below, is the ability to unfold your wings, and soar on the wind. Initially it was intended that this could be used anywhere, but due to its game breaking ability, allowing the player to go anywhere, we decided that it had to be restricted in some way. Since the vertical slice is a linear puzzle platforming experience, where we want the player to go to specific places, in a specific order, we decided […]
Big Game Project, Week 4
Hi,
I’m a bit late with this post but this is for week 4 of the project. So this week (previous week) I was put on handling AI so I have put the menu and HUD stuff on hold for now. So lets dive into behavior trees!
For AI we will use Unreals built in behavior tree. The behavior tree in Unreal is a very big plus for the Unreal engine because it makes this so much more […]
Big Game Project, Week 4
Hi,
I’m a bit late with this post but this is for week 4 of the project. So this week (previous week) I was put on handling AI so I have put the menu and HUD stuff on hold for now. So lets dive into behavior trees!
For AI we will use Unreals built in behavior tree. The behavior tree in Unreal is a very big plus for the Unreal engine because it makes this so much more […]
Late Post for week 5
Last week was the alpha week. The feedback we got, and the experience we saw the people playing our game had, made us realise that we had to rethink our level design. After the alpha we started a new level from scratch, focusing on learning the player how mechanics work. We did this by making sure we introduced new mechanics on their own, not combined with another mechanic. We brought some fellow students to try out our new level and […]
Late Post for week 5
Last week was the alpha week. The feedback we got, and the experience we saw the people playing our game had, made us realise that we had to rethink our level design. After the alpha we started a new level from scratch, focusing on learning the player how mechanics work. We did this by making sure we introduced new mechanics on their own, not combined with another mechanic. We brought some fellow students to try out our new level and […]
Arrows and black holes
A good day today but i’m beat. Starting off, we synchronized our changes in the player class, then I put the finishing touches on the stick indicators. After that we discussed how to give the player feedback when completing the input for a spell. In the end we settled for displaying an arrow on top of the indicator for a short period after completing the movement.
The thing i wrestled with most of the day was making the image on the […]
Arrows and black holes
A good day today but i’m beat. Starting off, we synchronized our changes in the player class, then I put the finishing touches on the stick indicators. After that we discussed how to give the player feedback when completing the input for a spell. In the end we settled for displaying an arrow on top of the indicator for a short period after completing the movement.
The thing i wrestled with most of the day was making the image on the […]
BGP – Scrap Pirates – Week 5
The Beta and Final deadlines are closing in, and we’re working on getting things done before this weeks’ playtesting session. I finished shading the run cycle, but due to lack of time we’ve decided in the group that we won’t be adding highlights to it. If we get the time before the end of the project, I’ll add the highlights, but should we not get the time, it’s quicker and easier to remove the highlights from the idle-pose and the […]
BGP – Scrap Pirates – Week 5
The Beta and Final deadlines are closing in, and we’re working on getting things done before this weeks’ playtesting session. I finished shading the run cycle, but due to lack of time we’ve decided in the group that we won’t be adding highlights to it. If we get the time before the end of the project, I’ll add the highlights, but should we not get the time, it’s quicker and easier to remove the highlights from the idle-pose and the […]
BGP – Spirit Boom – Dev. Post 2
Since I forgot to write a post about last week’s work, I’ll try to go over what I’ve done both of these weeks in a single post in brief detail.
Implementing a Win State in combat
Setting up a contemporary Win-State was easy. All that was needed was to set up a script that sent the user back to the World scene if the enemy’s Hp reaches zero. The reason as to why it is contemporary and isn’t permanent is because […]
BGP – Spirit Boom – Dev. Post 2
Since I forgot to write a post about last week’s work, I’ll try to go over what I’ve done both of these weeks in a single post in brief detail.
Implementing a Win State in combat
Setting up a contemporary Win-State was easy. All that was needed was to set up a script that sent the user back to the World scene if the enemy’s Hp reaches zero. The reason as to why it is contemporary and isn’t permanent is because […]
Back to school
So during the Thursday I worked on making the lined up spells in Harakat mode all fire in proper order. In the end i made them all fire but i think they appear in the reverse order of input. Oh well, it works at least, just need to reverse the loop which fires the spells.
We have re-assessed our priorities since the alpha feedback and Harakat mode have not come out of top. For now we are focusing on the core […]
Back to school
So during the Thursday I worked on making the lined up spells in Harakat mode all fire in proper order. In the end i made them all fire but i think they appear in the reverse order of input. Oh well, it works at least, just need to reverse the loop which fires the spells.
We have re-assessed our priorities since the alpha feedback and Harakat mode have not come out of top. For now we are focusing on the core […]
Week 5
Unfortunately, I don’t have a lot to show for week fives late post. I spent the better half of the week at home after having been food poisoned.
I continued modelling some environment but instead of putting up a picture of that this week as well, I’m going to put up a screenshot of the work I did today (Monday).
This would be the start of how the level is being built. The blue, yellow, green, red and teal lines that […]
Week 5
Unfortunately, I don’t have a lot to show for week fives late post. I spent the better half of the week at home after having been food poisoned.
I continued modelling some environment but instead of putting up a picture of that this week as well, I’m going to put up a screenshot of the work I did today (Monday).
This would be the start of how the level is being built. The blue, yellow, green, red and teal lines that […]