Yearly Archives: 2015
Another good week
Lot of things done this week as shown by the image which is my task list for this week, everything i did i added to the list and then checked off when they got done.
The biggest thing of this week was to heavily simplify our spell system inputs. rather than have each spell be a combination of stick inputs, they now have one direction each assigned to them. Up to do one spell, Down to do another, etc. While […]
Another good week
Lot of things done this week as shown by the image which is my task list for this week, everything i did i added to the list and then checked off when they got done.
The biggest thing of this week was to heavily simplify our spell system inputs. rather than have each spell be a combination of stick inputs, they now have one direction each assigned to them. Up to do one spell, Down to do another, etc. While […]
BGP – Scrap Pirates – Week 8
Today is the final day on our project before GGC.
We’re all working on finishing some final things and fixes before the day ends. Some final effects have to be implemented, our poster for the show-floor must be finished and printed, a final score-screen is being fixed and some main-menu animation is being edited, among other things.
During the last few days I’ve finished a short introduction sequence that will play at the beginning of the game when the players press the […]
BGP – Scrap Pirates – Week 8
Today is the final day on our project before GGC.
We’re all working on finishing some final things and fixes before the day ends. Some final effects have to be implemented, our poster for the show-floor must be finished and printed, a final score-screen is being fixed and some main-menu animation is being edited, among other things.
During the last few days I’ve finished a short introduction sequence that will play at the beginning of the game when the players press the […]
Scrap Pirates – Big Game Project – Blog Post #6
This week was the last week before Gotland Game Conference, and therefore the last week of working on the game for the BGP course.
Most work was focused on fixing bugs and finishing the enemies for the GGC level. A results screen was created, with text constructed from an image and achievements popping up if you have reached certain amounts of stats. The enemies also blink in red when hit, since there was no feedback on this matter before.
A lot […]
Scrap Pirates – Big Game Project – Blog Post #6
This week was the last week before Gotland Game Conference, and therefore the last week of working on the game for the BGP course.
Most work was focused on fixing bugs and finishing the enemies for the GGC level. A results screen was created, with text constructed from an image and achievements popping up if you have reached certain amounts of stats. The enemies also blink in red when hit, since there was no feedback on this matter before.
A lot […]
Week 6 of production: Animating armless people… that stuff is really difficult.
Hello everyone! Week 6 has now passed and things are getting closer and closer to getting finished for the GGC.
I’m going to talk a little about what I’ve been doing this week, and that’s animation of the main character. I had animated the rough animations for the character a week or so before this one, but those were placeholders, and needed to get changed or polished. So this week was only polishing and creating new animations that were needed for […]
Week 6 of production: Animating armless people… that stuff is really difficult.
Hello everyone! Week 6 has now passed and things are getting closer and closer to getting finished for the GGC.
I’m going to talk a little about what I’ve been doing this week, and that’s animation of the main character. I had animated the rough animations for the character a week or so before this one, but those were placeholders, and needed to get changed or polished. So this week was only polishing and creating new animations that were needed for […]
Final Crunch
We have arrived at final week of the project. So, what can I say about this so far?, I have gotten to know my teammates and how our group dynamic works. I have learned a few tricks while having to do all these animations due to the camera angle of our game (asymmetric). Also what happened due to our planning and my personal work plan.
As usual an overhaul was a part of the project because we could not get it […]
Final Crunch
We have arrived at final week of the project. So, what can I say about this so far?, I have gotten to know my teammates and how our group dynamic works. I have learned a few tricks while having to do all these animations due to the camera angle of our game (asymmetric). Also what happened due to our planning and my personal work plan.
As usual an overhaul was a part of the project because we could not get it […]
Snow Day Mayhem – the finishing touches
So last week we had the Beta deadline, which we passed! It was just barely, but we passed. Again, I think the teachers’ judgement was fair, as our game is still a bit buggy and not very polished.
Right now we are mostly working on the finishing touches, playtesting and balancing as well as making the menu and the tutorial.
This is what our game looks like right now:
(Although, as I am writing this we have fixed the ugly black borders […]
Snow Day Mayhem – the finishing touches
So last week we had the Beta deadline, which we passed! It was just barely, but we passed. Again, I think the teachers’ judgement was fair, as our game is still a bit buggy and not very polished.
Right now we are mostly working on the finishing touches, playtesting and balancing as well as making the menu and the tutorial.
This is what our game looks like right now:
(Although, as I am writing this we have fixed the ugly black borders […]
Week 5 of production: More logos… and not much more.
Hello everyone, late post for week five of production… where not a lot of things happened.
So during week 5 I had to work a lot with the presentation for the GGC as well as finishing up the logo for the game. The week before I had made several different iterations of the logo, but with no success. We wanted a logo that would represent our concept of wind. I took the cloudy shape from the earlier iteration and ditched the […]
Week 5 of production: More logos… and not much more.
Hello everyone, late post for week five of production… where not a lot of things happened.
So during week 5 I had to work a lot with the presentation for the GGC as well as finishing up the logo for the game. The week before I had made several different iterations of the logo, but with no success. We wanted a logo that would represent our concept of wind. I took the cloudy shape from the earlier iteration and ditched the […]
GodFire Forge – Trailer!
GODFIRE FORGETheme Park 2015
Hello dwellers! Long time no see. It is now less than one week left for GGC (Gotland Game Conference) which will be on sunday this weekend.
And now, what you all have been waiting for. Sleipnir Games proudly present the GodFire Forge trailer! Enjoy 🙂
GodFire Forge – Trailer!
GODFIRE FORGETheme Park 2015
Hello dwellers! Long time no see. It is now less than one week left for GGC (Gotland Game Conference) which will be on sunday this weekend.
And now, what you all have been waiting for. Sleipnir Games proudly present the GodFire Forge trailer! Enjoy 🙂
Big Game Week 8
Last week i worked on animations for the Ghoul and spell effects. Sadly I dont have any footage of my work but i will link to the trailer and show some screenshots of the game.
They way we worked with the animations was that i made a firstpass animation that jsut have the basic poses and movement in them. Then William our lead artist who is also the best animator in the team, worked on making them look much better. We […]
Big Game Week 8
Last week i worked on animations for the Ghoul and spell effects. Sadly I dont have any footage of my work but i will link to the trailer and show some screenshots of the game.
They way we worked with the animations was that i made a firstpass animation that jsut have the basic poses and movement in them. Then William our lead artist who is also the best animator in the team, worked on making them look much better. We […]
Project Nordic Prime – Targeting System update
Hi again! Just posting a short update on the targeting system for Project Nordic Prime. I’ve added some much needed new functionality and improved its codebase. The biggest issue right now however is the fact that movement around a targeted object does not follow the targeted circumference; still working on that. But I got basic free-aim going as well as being able to choose on a per-object basis if occlusion (objects gets hidden behind another object) should break the targetting, […]
Project Nordic Prime – Targeting System update
Hi again! Just posting a short update on the targeting system for Project Nordic Prime. I’ve added some much needed new functionality and improved its codebase. The biggest issue right now however is the fact that movement around a targeted object does not follow the targeted circumference; still working on that. But I got basic free-aim going as well as being able to choose on a per-object basis if occlusion (objects gets hidden behind another object) should break the targetting, […]
BGP – Scrap Pirates – Week 7
This past week I’ve been working on the trailer for Scrap Pirates, and finished it yesterday. We wanted to keep the trailer simple, using the in-game assets and gameplay footage, as we didn’t have the time to create a lot of new animations. The only “new” character animation in the trailer is a short pointing-animation consisting of three frames, where I just changed the arm on the idle-pose.
I began working on the trailer without the music, as we didn’t have […]
BGP – Scrap Pirates – Week 7
This past week I’ve been working on the trailer for Scrap Pirates, and finished it yesterday. We wanted to keep the trailer simple, using the in-game assets and gameplay footage, as we didn’t have the time to create a lot of new animations. The only “new” character animation in the trailer is a short pointing-animation consisting of three frames, where I just changed the arm on the idle-pose.
I began working on the trailer without the music, as we didn’t have […]