Daily Archives: March 17, 2016
Blog week 6: The Cutscenes
It’s getting real close now, finally time for the big finale tomorrow! Time to start crunching for real. This sprint we have mainly been cleaning up and fixing what’s left for the game as this is the last week. For me personally that means fixing the ending cutscene, or well cutscenes as we have two different variations.
In our game the player isn’t the one who dies when the timer runs out, it’s the younger brother who you’re trying to save. […]
Blog week 6: The Cutscenes
It’s getting real close now, finally time for the big finale tomorrow! Time to start crunching for real. This sprint we have mainly been cleaning up and fixing what’s left for the game as this is the last week. For me personally that means fixing the ending cutscene, or well cutscenes as we have two different variations.
In our game the player isn’t the one who dies when the timer runs out, it’s the younger brother who you’re trying to save. […]
Shockwave PowerUP LAST CALL!
Dear, reader.
This week I have had a lot of bug fixing to do but i also had to work on a few items we weren’t able to make in time for our beta testing. So today i will write about our shock wave power up that I been working on this week.
Foremost we wanted a Time bomb as a power up that you threw out of the ship that would explode after a couple of seconds. But the closer we […]
Shockwave PowerUP LAST CALL!
Dear, reader.
This week I have had a lot of bug fixing to do but i also had to work on a few items we weren’t able to make in time for our beta testing. So today i will write about our shock wave power up that I been working on this week.
Foremost we wanted a Time bomb as a power up that you threw out of the ship that would explode after a couple of seconds. But the closer we […]
Week 6 of Game Development, Pruning the twigs
Well, well. Here we are, the last week of game development and the day before the big presentation. The team have been working hard (still working, and probably will until there is only one minute left to the deadline), and we have now something pretty playable. At least much better then the last milestone, the Beta. There is a lot left to do though, and a lot that we can’t ever in a million years finish. But for us graphical […]
Week 6 of Game Development, Pruning the twigs
Well, well. Here we are, the last week of game development and the day before the big presentation. The team have been working hard (still working, and probably will until there is only one minute left to the deadline), and we have now something pretty playable. At least much better then the last milestone, the Beta. There is a lot left to do though, and a lot that we can’t ever in a million years finish. But for us graphical […]
Power Up HUD
Så, sista veckan för spelet är här och dom sista bitarna av spelet börjar falla på plats. Det har inte varit så mycket sömn den här veckan då vi har behövt arbeta väldigt mycket eftersom att det har varit många saker som ska läggas till i spelet. Och det är även många delar som har finslipats.
Den här veckan har jag och Anton jobbat tillsammans med en väldigt intressant sak, det vi gjort är en HUD för power upsen. Och men […]
Power Up HUD
Så, sista veckan för spelet är här och dom sista bitarna av spelet börjar falla på plats. Det har inte varit så mycket sömn den här veckan då vi har behövt arbeta väldigt mycket eftersom att det har varit många saker som ska läggas till i spelet. Och det är även många delar som har finslipats.
Den här veckan har jag och Anton jobbat tillsammans med en väldigt intressant sak, det vi gjort är en HUD för power upsen. Och men […]
Finishing up Potato Pirates, HUD-icons
This last week has been quite different from the previous weeks we have been working on this project. Seeing as we were quite finished with our game, and our backlog was pretty much empty, what was left to do was a lot of tweaking of things we already had.
What I’m going to write about today is the implementation of the animated HUD-elements for the power-ups, not because it was different to do but because of the, at least from my […]
Finishing up Potato Pirates, HUD-icons
This last week has been quite different from the previous weeks we have been working on this project. Seeing as we were quite finished with our game, and our backlog was pretty much empty, what was left to do was a lot of tweaking of things we already had.
What I’m going to write about today is the implementation of the animated HUD-elements for the power-ups, not because it was different to do but because of the, at least from my […]
Blog week six: challenging the player
Hello and welcome!
For this final week I’ve almost exclusively been working on getting our design document ready for hand in. Some things needed to be defined more clearly, for example a level layout and what kind of scenarios the player would experience, to teach them how the game works and later on to challenge them. These will most likely not show up in the final version of our game, but they are part of the original vision we had and will […]
Blog week six: challenging the player
Hello and welcome!
For this final week I’ve almost exclusively been working on getting our design document ready for hand in. Some things needed to be defined more clearly, for example a level layout and what kind of scenarios the player would experience, to teach them how the game works and later on to challenge them. These will most likely not show up in the final version of our game, but they are part of the original vision we had and will […]
Week 8-Last Stretch
Hey there! Last week before final release. The pressure is ever present and it feels way more invasive than it ever did before. I have mainly focused on some personal affairs and amending the Game Design Document, so I have just done a few minor graphical artifacts.
The centre piece is the redesigned scrap sprite. The first one had the look of a rusted and oxidized metal panel with some internal support beams (I think they have a more fancy name […]
Week 8-Last Stretch
Hey there! Last week before final release. The pressure is ever present and it feels way more invasive than it ever did before. I have mainly focused on some personal affairs and amending the Game Design Document, so I have just done a few minor graphical artifacts.
The centre piece is the redesigned scrap sprite. The first one had the look of a rusted and oxidized metal panel with some internal support beams (I think they have a more fancy name […]
Shockwave PowerUP LAST CALL!
Dear, reader.
This week I have had a lot of bug fixing to do but i also had to work on a few items we weren’t able to make in time for our beta testing. So today i will write about our shock wave power up that I been working on this week.
Foremost we wanted a Time bomb as a power up that you threw out of the ship that would explode after a couple of seconds. But the closer we […]
Shockwave PowerUP LAST CALL!
Dear, reader.
This week I have had a lot of bug fixing to do but i also had to work on a few items we weren’t able to make in time for our beta testing. So today i will write about our shock wave power up that I been working on this week.
Foremost we wanted a Time bomb as a power up that you threw out of the ship that would explode after a couple of seconds. But the closer we […]
Blog post #6 – More Music
Hi! this is the last post about the game Mermaid river. It has been an exciting journey with allot of laughs, headaches and late night crunches.
Some posts back I did write about the making of the main theme song for Mermaid River and today I will write about the making of the title screen music. At the Beta presentation we got allot of feedback concerning the dark ambience of the game, the audience wanted to see more of it so […]
Blog post #6 – More Music
Hi! this is the last post about the game Mermaid river. It has been an exciting journey with allot of laughs, headaches and late night crunches.
Some posts back I did write about the making of the main theme song for Mermaid River and today I will write about the making of the title screen music. At the Beta presentation we got allot of feedback concerning the dark ambience of the game, the audience wanted to see more of it so […]
v 9 5SD033
Sista crunchen lider mot sitt slut
Denna vecka har varit utan tvekan den mest stressfulla veckan under hela kursen. På grund av dålig planering och tidsoptimism har arbetet inte gått som det ska tidigare veckor. Detta har i sin tur har lett till att alla små saker som binder ihop spelet har hamnat på denna veckas planering akut. I början av veckan verkade det inte så fasligt många saker som behövde göras men en sak ledde till en annan och helt […]
v 9 5SD033
Sista crunchen lider mot sitt slut
Denna vecka har varit utan tvekan den mest stressfulla veckan under hela kursen. På grund av dålig planering och tidsoptimism har arbetet inte gått som det ska tidigare veckor. Detta har i sin tur har lett till att alla små saker som binder ihop spelet har hamnat på denna veckas planering akut. I början av veckan verkade det inte så fasligt många saker som behövde göras men en sak ledde till en annan och helt […]
Blogg 6 – After Effects
Hey ho lets go – sista bloggen för det här projektet! Lite sorgligt, kommer sakna grupp 17 och Planet Suburbia.
Som jag skrev i föregående inlägg så har jag redan skrivit om alla assets jag gjort, fram till igår ca 14:00. Då man vinner vårt spel kommer det upp en Victory Screen som Ida målat, så då kom vi på att det vore lite coolt med fyrverkerier som avfyras, just because liksom.
Funderade lite på hur det skulle kunna göras smidigast i […]
Blogg 6 – After Effects
Hey ho lets go – sista bloggen för det här projektet! Lite sorgligt, kommer sakna grupp 17 och Planet Suburbia.
Som jag skrev i föregående inlägg så har jag redan skrivit om alla assets jag gjort, fram till igår ca 14:00. Då man vinner vårt spel kommer det upp en Victory Screen som Ida målat, så då kom vi på att det vore lite coolt med fyrverkerier som avfyras, just because liksom.
Funderade lite på hur det skulle kunna göras smidigast i […]
Sista blogginlägget, för den här gången.
Hehehej.
Dags för sista blogginlägget då. Den här veckan har det varit slutspurt på spelprojektet. Jag hade mer eller mindre fått slut på saker jag kan göra grafiskt den här sprinten, så jag fortsatte lite på samma spår jag höll på med förra sprinten. Animera rymdskeppen så att man tydligt ser att de har bosatt sig och inte går att skjuta sönder längre. Och att rita lite växter och träd, samt att rita ”utsmyckningar” till villaområdena. Så det var precis det […]
Sista blogginlägget, för den här gången.
Hehehej.
Dags för sista blogginlägget då. Den här veckan har det varit slutspurt på spelprojektet. Jag hade mer eller mindre fått slut på saker jag kan göra grafiskt den här sprinten, så jag fortsatte lite på samma spår jag höll på med förra sprinten. Animera rymdskeppen så att man tydligt ser att de har bosatt sig och inte går att skjuta sönder längre. Och att rita lite växter och träd, samt att rita ”utsmyckningar” till villaområdena. Så det var precis det […]