Monthly Archives: June 2015

Summer project 2015 programming

This is the first blog post for the project I will work on during this summer.
Here are my project plan: Project plan
The document is written in swedish, but the rest of the blog will be written in english.

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Program: Programming

Summer project 2015 programming

This is the first blog post for the project I will work on during this summer.
Here are my project plan: Project plan
The document is written in swedish, but the rest of the blog will be written in english.

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Program: Programming

Summer project 2015

If you know me personally you probably have heard about Mysnos, my leopard gecko, and you know how much I love that little animal. For a really long time I’ve wanted to make a simple point and click game with her in focus. This summer my two programmer teachers are giving us the chance to get better and to fix our grades in Game programming I and II by making a game during a 10 week period of time! So […]

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Program: Programming

Summer project 2015

If you know me personally you probably have heard about Mysnos, my leopard gecko, and you know how much I love that little animal. For a really long time I’ve wanted to make a simple point and click game with her in focus. This summer my two programmer teachers are giving us the chance to get better and to fix our grades in Game programming I and II by making a game during a 10 week period of time! So […]

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Program: Programming

BGP – Spirit Boom – Dev. Post 4

I apologize for this post being late, but there’s been quite a bit going on, sorry about that. This is the last post of this project.

Developing the levelling system
This was originally supposed to be implemented in the game; however, due to the need for focus to be shifted elsewhere it wasn’t completed. The idea was to read in data about what numbers to use from a .txt file. By setting the parameters for each individual level the player would […]

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Program: Programming

BGP – Spirit Boom – Dev. Post 4

I apologize for this post being late, but there’s been quite a bit going on, sorry about that. This is the last post of this project.

Developing the levelling system
This was originally supposed to be implemented in the game; however, due to the need for focus to be shifted elsewhere it wasn’t completed. The idea was to read in data about what numbers to use from a .txt file. By setting the parameters for each individual level the player would […]

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Program: Programming

Branches of level design

So the past few weeks i’ve been primarily focusing level designing the game. and it’s been a lot of testing and sketching level idea’s for the game. This process got me asking a few questions regarding level design and it’s different aspects of it. seeing as level design isn’t primarily placing really large boxes within a space without thought and design. Within level design you firstly have to communicate and enforce the fundamental rules of the game design.
So where am […]

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Program: Graphics

Branches of level design

So the past few weeks i’ve been primarily focusing level designing the game. and it’s been a lot of testing and sketching level idea’s for the game. This process got me asking a few questions regarding level design and it’s different aspects of it. seeing as level design isn’t primarily placing really large boxes within a space without thought and design. Within level design you firstly have to communicate and enforce the fundamental rules of the game design.
So where am […]

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Program: Graphics

Big Game Project: Week Five

Apologies for the very late submission! Things have been coming to a head with work and I frankly forgot about posting this report. Without further delay I will continue on with my painfully brief report of one of the project’s last weeks.
This week has been a lot about trial and error regarding the Unity engine when implementing terrain into the game. My inexperience showed as I believed it was a simple matter of creating terrain by modelling through 3DS Max […]

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Program: Graphics

Big Game Project: Week Five

Apologies for the very late submission! Things have been coming to a head with work and I frankly forgot about posting this report. Without further delay I will continue on with my painfully brief report of one of the project’s last weeks.
This week has been a lot about trial and error regarding the Unity engine when implementing terrain into the game. My inexperience showed as I believed it was a simple matter of creating terrain by modelling through 3DS Max […]

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Program: Graphics

GodFire Forge

GodFire Forge is a game that takes place within the setting of Norse mythology. The mighty gods of Valhalla are fighting the never ending hordes of giants on the battlefields. To their aid they have you, the player, as a smith to forge their legendary weapons. As you smith their weaponry, you will have an overview of how the battle is waging. If you are slow in your smithing, the giants will over-run the Asagods and they will loose the […]

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GodFire Forge

GodFire Forge is a game that takes place within the setting of Norse mythology. The mighty gods of Valhalla are fighting the never ending hordes of giants on the battlefields. To their aid they have you, the player, as a smith to forge their legendary weapons. As you smith their weaponry, you will have an overview of how the battle is waging. If you are slow in your smithing, the giants will over-run the Asagods and they will loose the […]

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Ballistic Balloon Battle

Ballistic Balloon Battle is a 2D, two player, balloon fighting, versus game. Players use our unique input device to control the balloons on a variety of maps in a round based skirmish. The input is built using bicycle pumps and microphones, the more you pump, the higher your balloon will fly. The game is made in Unity 5, with graphics made in Photoshop.
Nisse Lindblom – Producer,
Kim Teroni Borg – Lead Art,
Johannes Westberg – Lead Tech,
Olle Staffas – Lead Code,
Oscar […]

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Ballistic Balloon Battle

Ballistic Balloon Battle is a 2D, two player, balloon fighting, versus game. Players use our unique input device to control the balloons on a variety of maps in a round based skirmish. The input is built using bicycle pumps and microphones, the more you pump, the higher your balloon will fly. The game is made in Unity 5, with graphics made in Photoshop.
Nisse Lindblom – Producer,
Kim Teroni Borg – Lead Art,
Johannes Westberg – Lead Tech,
Olle Staffas – Lead Code,
Oscar […]

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Clouds Below

Clouds Below was reviewed by Kotaku (“It’s Kinda Like The Wind Waker, But With Flying), and is available for download here.

Clouds Below is a 3rd person puzzle platformer where you have the ability to control the wind. You will have to use these powers in order to solve puzzles of different kinds and to traverse a beautiful world set in a chain of mountains that pierce the sky high above the clouds.
Take the leap and spread your wings, […]

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Clouds Below

Clouds Below was reviewed by Kotaku (“It’s Kinda Like The Wind Waker, But With Flying), and is available for download here.

Clouds Below is a 3rd person puzzle platformer where you have the ability to control the wind. You will have to use these powers in order to solve puzzles of different kinds and to traverse a beautiful world set in a chain of mountains that pierce the sky high above the clouds.
Take the leap and spread your wings, […]

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BlastCat


BlastCat is a casual 2d sidescrolling action puzzle game for mobile platforms!

Evil aliens have invaded earth! They’ve seen all the cat gifs and youtube clips and decided cats are obviously the most precious there is. So, naturally, they’ve kidnapped all the cats and kittens on earth! Except for the main character – you play as a rocket launcher wielding cat on a mission to rescue all the kittens and defeat the evil aliens!
The game is developed using the […]

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BlastCat


BlastCat is a casual 2d sidescrolling action puzzle game for mobile platforms!

Evil aliens have invaded earth! They’ve seen all the cat gifs and youtube clips and decided cats are obviously the most precious there is. So, naturally, they’ve kidnapped all the cats and kittens on earth! Except for the main character – you play as a rocket launcher wielding cat on a mission to rescue all the kittens and defeat the evil aliens!
The game is developed using the […]

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Big Game Project – Week 7 & 8

So The course is over and this post is a bit late, due to various reasons, so i’m going to go through what happened and what I did during the last two weeks before GGC. We decided to set up level streaming to make run steady over 30 fps. and work on less powerful computers. … Continue reading Big Game Project – Week 7 & 8

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Program: Graphics

Big Game Project – Week 7 & 8

So The course is over and this post is a bit late, due to various reasons, so i’m going to go through what happened and what I did during the last two weeks before GGC. We decided to set up level streaming to make run steady over 30 fps. and work on less powerful computers. … Continue reading Big Game Project – Week 7 & 8

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Program: Graphics

Scrap Pirates – GGC-results, kind of

So, GGC is over. No prize, but Scrap Pirates were nominated over half of the categorize we could be nominated for. Nominated meaning we were in the top five.
Even if we did not win anything we are still content with the conference and we think we will continue working on it again after the summer and a well needed vacation.
Have a good summer, everyone!

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Program: Programming

Scrap Pirates – GGC-results, kind of

So, GGC is over. No prize, but Scrap Pirates were nominated over half of the categorize we could be nominated for. Nominated meaning we were in the top five.
Even if we did not win anything we are still content with the conference and we think we will continue working on it again after the summer and a well needed vacation.
Have a good summer, everyone!

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Program: Programming

Big Game Project #3 – Game feature challenge focus

When creating features for a game, one should always consider the aesthetic goal of the game. However sometimes a features need to be deliberately designed so that they do not pose a challenge to the player. Some features just need to be easy to use.
Me and a group of six other people presented a game at the Gotland Game Conference 2015, Tamarrion, a hardcore action role playing game. During development of this game we designed features such as our player skill/spell system. This […]

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Program: Programming

Big Game Project #3 – Game feature challenge focus

When creating features for a game, one should always consider the aesthetic goal of the game. However sometimes a features need to be deliberately designed so that they do not pose a challenge to the player. Some features just need to be easy to use.
Me and a group of six other people presented a game at the Gotland Game Conference 2015, Tamarrion, a hardcore action role playing game. During development of this game we designed features such as our player skill/spell system. This […]

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Program: Programming