Monthly Archives: April 2016
Symbiosis DevDiary #2
UW-mapping
As it is one of my tasks to generate the majority of the UW maps it has occupied me almost the entire week. Since the first week consisted mainly of spitting out assets for our level designer to work with we could finally start focusing on UW-mapping and texturing.
Since the game world in Symbiosis is a forest full of crazy trees, mushrooms and flowers, all models are very organic. Strange shapes and details are common and even t
hough it follows […]
Symbiosis DevDiary #2
UW-mapping
As it is one of my tasks to generate the majority of the UW maps it has occupied me almost the entire week. Since the first week consisted mainly of spitting out assets for our level designer to work with we could finally start focusing on UW-mapping and texturing.
Since the game world in Symbiosis is a forest full of crazy trees, mushrooms and flowers, all models are very organic. Strange shapes and details are common and even t
hough it follows […]
Bonding
Hello this is the third week And i have mostly been working on fixing errors in code and helping my dear leveldesigner when the characters ar bugging out. Something nice to look at is the life bond i have been working on. This is the health bar for the players and it stretches when the players move away from each others and contract when closer.
Its in the early stages so it doesn’t look that good right now but it will […]
Bonding
Hello this is the third week And i have mostly been working on fixing errors in code and helping my dear leveldesigner when the characters ar bugging out. Something nice to look at is the life bond i have been working on. This is the health bar for the players and it stretches when the players move away from each others and contract when closer.
Its in the early stages so it doesn’t look that good right now but it will […]
Symbiosis week 2
This week I’ve been doing several things for this game. First I started coding the interaction between terra’s water and Lumi’s fire. When those things collide its meant to create a cloud that lumi can walk on and raise while terra can’t walk on it but can lower it with her water canon.
What the script that i coded does is that it first of all checks if Lumis fire collides with terra’s water. If that’s the case it takes the […]
Symbiosis week 2
This week I’ve been doing several things for this game. First I started coding the interaction between terra’s water and Lumi’s fire. When those things collide its meant to create a cloud that lumi can walk on and raise while terra can’t walk on it but can lower it with her water canon.
What the script that i coded does is that it first of all checks if Lumis fire collides with terra’s water. If that’s the case it takes the […]
University Project: Synapse Week 2
This week we have been working with finishing off the Placeholder UI and Animation Backgrounds since we are using static backgrounds for our animations.
Overall it has been bumpy, to say the least, Programmers been sick and/or late most of the week aswell as the lead designer and primary animator has been late or sick at times.
So, 2D work I’ve done recently has been training, mostly Perspective, facial construction and Line work. Nothing that spectacular.
Next week I’m going to stream all […]
University Project: Synapse Week 2
This week we have been working with finishing off the Placeholder UI and Animation Backgrounds since we are using static backgrounds for our animations.
Overall it has been bumpy, to say the least, Programmers been sick and/or late most of the week aswell as the lead designer and primary animator has been late or sick at times.
So, 2D work I’ve done recently has been training, mostly Perspective, facial construction and Line work. Nothing that spectacular.
Next week I’m going to stream all […]
First post… technically!
Alright!
So this post will be more of an exstension of the last one, and a better explanation of what I’m actually doing in this project. I won’t add any pictures this time of what I’ve made, that will be saved for when I’ll speak about my actual models.
So, last year we had the Theme Park course. The purpose there was to create a game suitable for an arcade hall, and we had about 10 weeks to actually make that game. […]
First post… technically!
Alright!
So this post will be more of an exstension of the last one, and a better explanation of what I’m actually doing in this project. I won’t add any pictures this time of what I’ve made, that will be saved for when I’ll speak about my actual models.
So, last year we had the Theme Park course. The purpose there was to create a game suitable for an arcade hall, and we had about 10 weeks to actually make that game. […]
Fresh Start
Var inte så arg, gamle kompis! Han har rätt! Strid är barbariskt. Lugn. Låt det vara! Stäng av tankarna, slappna av och flyt med.
Nyinflyttad i Göteborg för att arbeta på en animerad instruktionsvideo för Viscando AB.
Jobbvecka #2 är snart avklarad och utveckling har skett. Är inte helt 100 på hur Viscandos grafiska profil kommer att se ut men något i stil med (se bilden). Enkla semi-realistiska modeller i en gråtonad halvt flat-shaded miljö för att verkligen få dem viktigaste bitarna att POPPA!
Var inte så arg, gamle kompis! Han har rätt! Strid är barbariskt. Lugn. Låt det vara! Stäng av tankarna, slappna av och flyt med.Fresh Start
Nyinflyttad i Göteborg för att arbeta på en animerad instruktionsvideo för Viscando AB.
Jobbvecka #2 är snart avklarad och utveckling har skett. Är inte helt 100 på hur Viscandos grafiska profil kommer att se ut men något i stil med (se bilden). Enkla semi-realistiska modeller i en gråtonad halvt flat-shaded miljö för att verkligen få dem viktigaste bitarna att POPPA!
Second and third week of BGP
These last couple of weeks has been all about developing assets for our game Tale. Our focal point has been on creating some of the puzzle parts, so that we can build our first prototype of the game. So far my main area of responsibility has been to create 3D assets for the environment in the game. The meshes that i have created are not yet of much detail, this is because we only want a sketch of the map.
We […]
Second and third week of BGP
These last couple of weeks has been all about developing assets for our game Tale. Our focal point has been on creating some of the puzzle parts, so that we can build our first prototype of the game. So far my main area of responsibility has been to create 3D assets for the environment in the game. The meshes that i have created are not yet of much detail, this is because we only want a sketch of the map.
We […]
New game project! – BGP
I’m in week three of a new exciting game project. We’re creating a 3D android game that’s going to help people fall asleep at night.
Our target audience is people that play mobile games before they fall asleep and by playing stays up longer. We’re trying to create a better and healthier alternative.
The big challenge about this game is the balance of keeping the player interested enough to play but not too interested so that they can’t fall asleep.
The players avatar […]
New game project! – BGP
I’m in week three of a new exciting game project. We’re creating a 3D android game that’s going to help people fall asleep at night.
Our target audience is people that play mobile games before they fall asleep and by playing stays up longer. We’re trying to create a better and healthier alternative.
The big challenge about this game is the balance of keeping the player interested enough to play but not too interested so that they can’t fall asleep.
The players avatar […]
Sam & Nicole Part 3
Production continued where it left off in the previous week. I’ve painted four of the backgrounds and cleaned them on the computer. Here is the café~
The colors aren’t final yet. I’ll continue to tweak them when we can compare them to in game characters and dialog box which isn’t done yet.
As I explained in the previous post parts of the background is painted separately to make it possible to slide them onto the “stage”(background) when it is being loaded. […]
Sam & Nicole Part 3
Production continued where it left off in the previous week. I’ve painted four of the backgrounds and cleaned them on the computer. Here is the café~
The colors aren’t final yet. I’ll continue to tweak them when we can compare them to in game characters and dialog box which isn’t done yet.
As I explained in the previous post parts of the background is painted separately to make it possible to slide them onto the “stage”(background) when it is being loaded. […]
Big Game: Week 3
During the third week of production, I started working with creating the final meshes for the enemies and traps, as well as creating the UVWs for all objects and work with the textures.
Started out with the ranged enemy, which turned out like this:
And here he is in Unity, with the emissive channel:
(Sorry for the bad lightning)
The enemies are supposed so be made out of clay, so I focused on orange and blue. Blue because of the contrasting color to Neiva, the main character, […]
Big Game: Week 3
During the third week of production, I started working with creating the final meshes for the enemies and traps, as well as creating the UVWs for all objects and work with the textures.
Started out with the ranged enemy, which turned out like this:
And here he is in Unity, with the emissive channel:
(Sorry for the bad lightning)
The enemies are supposed so be made out of clay, so I focused on orange and blue. Blue because of the contrasting color to Neiva, the main character, […]
Neiva programming blog 1
Project Neiva is a new game project with a group of seven students. The game is a 2.5D sidescrolling platformer where the player run, jumps and uses projectiles to teleport through tricky obstacles. The project is part of the course Big Game Project that lasts in 8 weeks until exhibition in the yearly Gotland Game Conference.
This blog is about game programming. In upcoming blog posts I’ll write about tasks, progression, decisions makings, problems and good things that happens in the […]
Neiva programming blog 1
Project Neiva is a new game project with a group of seven students. The game is a 2.5D sidescrolling platformer where the player run, jumps and uses projectiles to teleport through tricky obstacles. The project is part of the course Big Game Project that lasts in 8 weeks until exhibition in the yearly Gotland Game Conference.
This blog is about game programming. In upcoming blog posts I’ll write about tasks, progression, decisions makings, problems and good things that happens in the […]
The Serious Issue
Since the last week was going so well, it wouldn’t be right without some issues showing up the this week. This monday while in a programming meeting with my teacher, he gave me a heads up about hard coding lines of dialogue in the game. I always knew this was a problem but since the engine was built for it to be hard coded, I didn’t think there would be an issue. Since we do want to reach as many […]
The Serious Issue
Since the last week was going so well, it wouldn’t be right without some issues showing up the this week. This monday while in a programming meeting with my teacher, he gave me a heads up about hard coding lines of dialogue in the game. I always knew this was a problem but since the engine was built for it to be hard coded, I didn’t think there would be an issue. Since we do want to reach as many […]