Yearly Archives: 2015
BGP – Asset Making
Hi!!
This week has been about filling out the world with 3D graphical assets, maing the game feeling more complete in for GGC. The assets do all follow the Style Guide made by Valdemar, our lead artist. Assets were made in two groups; assets on track and assets off track.
So, first off I will show the on track assets:
Boosters gives the player more speed, and will be placed on the track with a type of hologram that the player […]
BGP – Asset Making
Hi!!
This week has been about filling out the world with 3D graphical assets, maing the game feeling more complete in for GGC. The assets do all follow the Style Guide made by Valdemar, our lead artist. Assets were made in two groups; assets on track and assets off track.
So, first off I will show the on track assets:
Boosters gives the player more speed, and will be placed on the track with a type of hologram that the player […]
BGP Week 7: Beta
Crunch, crunch, crunch. This week was beta week, and we had been working late to get as much done as possible, some days as late as 2 am. We have accomplished more this week than during any previous week. Personally I animated the ghoul character and painted more textures than I can count. However, there is still much that has to be done. There environment is near completion, but the character texture might require a repaint, spells need more impact […]
BGP Week 7: Beta
Crunch, crunch, crunch. This week was beta week, and we had been working late to get as much done as possible, some days as late as 2 am. We have accomplished more this week than during any previous week. Personally I animated the ghoul character and painted more textures than I can count. However, there is still much that has to be done. There environment is near completion, but the character texture might require a repaint, spells need more impact […]
4 weeks of production!
Hello again! I have been quite for about 4 weeks now. This is because Ii have been too busy with the project. I have decided to merge 4 weeks of blog posts into one long one. I have split the post in to 3 parts. Each part is a key thing I have been working on.
Starting from the start again
We were having a lot of trouble making the back part of our pods (pods will be called Beast in […]
4 weeks of production!
Hello again! I have been quite for about 4 weeks now. This is because Ii have been too busy with the project. I have decided to merge 4 weeks of blog posts into one long one. I have split the post in to 3 parts. Each part is a key thing I have been working on.
Starting from the start again
We were having a lot of trouble making the back part of our pods (pods will be called Beast in […]
Big Game: Week 6
Hello!
This week I have worked on creating 3D models for the race track. I a wide version of the track, walls for the side of the track, a connection piece between the wide and the standard size of the track, and a piece for signaling the end of a piece of track. I also textured all of the pieces which I made. I made the start menu for the game.
Since we are going to use a modular track we need […]
Big Game: Week 6
Hello!
This week I have worked on creating 3D models for the race track. I a wide version of the track, walls for the side of the track, a connection piece between the wide and the standard size of the track, and a piece for signaling the end of a piece of track. I also textured all of the pieces which I made. I made the start menu for the game.
Since we are going to use a modular track we need […]
Scrap Pirates – Week 7
Due to health problems I’ve had to stay at home this week and done whatever I’ve could from there. Most of that work has consisted around iterating and saving up new background tiles, finishing the box blocker tile set with thicker outlines and more interesting energy core, and put together various background decals on a sprite sheet.
An updated background tile without lamps as they will be put on separately instead. It took a while to do as I […]
Scrap Pirates – Week 7
Due to health problems I’ve had to stay at home this week and done whatever I’ve could from there. Most of that work has consisted around iterating and saving up new background tiles, finishing the box blocker tile set with thicker outlines and more interesting energy core, and put together various background decals on a sprite sheet.
An updated background tile without lamps as they will be put on separately instead. It took a while to do as I […]
The Day before Beta
This week was a very busy week. In the beginning of the week there were still many things to be done before the beta. The level design is now pretty much finished, two different tile sets were added to create a more interesting environment and the lamps were made separate from the background. We now have two colours on the light, blue and orange and each lamp have three states: on, off and flickering.
Here are some wip pictures of our […]
The Day before Beta
This week was a very busy week. In the beginning of the week there were still many things to be done before the beta. The level design is now pretty much finished, two different tile sets were added to create a more interesting environment and the lamps were made separate from the background. We now have two colours on the light, blue and orange and each lamp have three states: on, off and flickering.
Here are some wip pictures of our […]
Project Nordic Prime – introduction and first Targeting System iteration
I’m beginning a new side-project codenamed Project Nordic Prime. The idea is essentially to borrow major mechanics and game systems from the Metroid Prime series and put into a fresh title. I do not expect this project to take off but rather want it as a personal learning experience. It will be used to familiarize myself with Unreal Engine 4 on an more advanced level which will be useful for future endeavours.
Instead of the more traditional sci-fi theme, Project Nordic […]
Project Nordic Prime – introduction and first Targeting System iteration
I’m beginning a new side-project codenamed Project Nordic Prime. The idea is essentially to borrow major mechanics and game systems from the Metroid Prime series and put into a fresh title. I do not expect this project to take off but rather want it as a personal learning experience. It will be used to familiarize myself with Unreal Engine 4 on an more advanced level which will be useful for future endeavours.
Instead of the more traditional sci-fi theme, Project Nordic […]
A Snail Tale Update
This week has been fruitful for the snail gods.
Our lead programmer Frederick has been working on getting the mechanics on the running done, we were searching for a character that accelerates quickly and decelerates when switching sides. I believe we’ve achieved it, unfortunately, we don’t have footage yet but we will soon enough!
Our lead designer Topi has finally created the three most important pages on our concept document and it is getting sharp!
A snippet for your imagination!
“A Snail Tale is […]
A Snail Tale Update
This week has been fruitful for the snail gods.
Our lead programmer Frederick has been working on getting the mechanics on the running done, we were searching for a character that accelerates quickly and decelerates when switching sides. I believe we’ve achieved it, unfortunately, we don’t have footage yet but we will soon enough!
Our lead designer Topi has finally created the three most important pages on our concept document and it is getting sharp!
A snippet for your imagination!
“A Snail Tale is […]
BGP – Spirit Boom – Dev. Post 3
For this week I had quite a lot of work planned out, but only managed to complete a few things, namely the combat menu manager, the combat results screen, I started working how to load enemy data from files, and I was also trying to implement some animations into the combat.
The combat menu manager
The work done on the combat menu manager was mostly about polishing what had already been done to make it work better, although, this took a […]
BGP – Spirit Boom – Dev. Post 3
For this week I had quite a lot of work planned out, but only managed to complete a few things, namely the combat menu manager, the combat results screen, I started working how to load enemy data from files, and I was also trying to implement some animations into the combat.
The combat menu manager
The work done on the combat menu manager was mostly about polishing what had already been done to make it work better, although, this took a […]
BGP – Scrap Pirates – Week 6
Last week I got a decent amount of work done, though I’m a bit late with this update. My bad.
After finishing the run cycle and jump animation, I could finally work on the run-shoot and jump-shoot animations. Both animations took, as expected, a lot less time than the previous ones, as I didn’t have to animate the whole body, but rather just change one of the characters’ arms. For the run cycle, I tried adding the straight shoot-arm from the […]
BGP – Scrap Pirates – Week 6
Last week I got a decent amount of work done, though I’m a bit late with this update. My bad.
After finishing the run cycle and jump animation, I could finally work on the run-shoot and jump-shoot animations. Both animations took, as expected, a lot less time than the previous ones, as I didn’t have to animate the whole body, but rather just change one of the characters’ arms. For the run cycle, I tried adding the straight shoot-arm from the […]
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 […]
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 […]