Monthly Archives: April 2016

Week 4 BGP

Måndag 18/4 – Fixade klart fången. Jag fixade klart det sista med fången så att rätt vakt eskorterar rätt fånge. Tidigare fick jag problem med att när jag hade flera fångar och vakter så kunde det bli fel när en vakt skulle eskortera en fånge. Jag lyckades lösa det genom att fången sparar en variabel med vad för objekt den kolliderar med och om objektet då är en vakt och fången inte eskorteras av en annan vakt, så kommer fången följa […]

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Program: Programming

Week 4 BGP

Måndag 18/4 – Fixade klart fången. Jag fixade klart det sista med fången så att rätt vakt eskorterar rätt fånge. Tidigare fick jag problem med att när jag hade flera fångar och vakter så kunde det bli fel när en vakt skulle eskortera en fånge. Jag lyckades lösa det genom att fången sparar en variabel med vad för objekt den kolliderar med och om objektet då är en vakt och fången inte eskorteras av en annan vakt, så kommer fången följa […]

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Program: Programming

Week 3

The weeks fly by very fast now, and we are slowly getting closer to GGC and the end of the course.At the third week of the course I have finished Ilimarinen, done some rough sketches on the wedding guests that will appear in the game, worked on some frog concepts and started to finalize the wolf monster.
I have tried to keep a consistency in the art style with a soft shading and a hard outline.Ilmarinen is the master blacksmith and […]

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Program: Graphics

Week 3

The weeks fly by very fast now, and we are slowly getting closer to GGC and the end of the course.At the third week of the course I have finished Ilimarinen, done some rough sketches on the wedding guests that will appear in the game, worked on some frog concepts and started to finalize the wolf monster.
I have tried to keep a consistency in the art style with a soft shading and a hard outline.Ilmarinen is the master blacksmith and […]

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Program: Graphics

Week 4 – Creating a Context Menu

My project for this week has been to create a drop down menu (or as some call it, context menu) for when the player interacts with objects which controls the actions for each objects.
It’s a project I have been working on which has proven to be rather challenging, as I would need to access and save the object that has been pressed in order to manipulate it. Described in simple words the object selected would have to be saved into a […]

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Program: Programming

Week 4 – Creating a Context Menu

My project for this week has been to create a drop down menu (or as some call it, context menu) for when the player interacts with objects which controls the actions for each objects.
It’s a project I have been working on which has proven to be rather challenging, as I would need to access and save the object that has been pressed in order to manipulate it. Described in simple words the object selected would have to be saved into a […]

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Program: Programming

Screenshakes

I created an asset where the player has to trigger a button to open a heavy stone door. To give it the player the feeling that the door is really old and heavy I decided to add screenshakes to increase the effect.
Knowing that this probably won’t be the only situation in the game where screenshakes are useful I wanted the script to be versatile and easily modified for many different instances.

 
Basic function
The script is added to the camera and modifies its position each […]

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Program: Programming

Screenshakes

I created an asset where the player has to trigger a button to open a heavy stone door. To give it the player the feeling that the door is really old and heavy I decided to add screenshakes to increase the effect.
Knowing that this probably won’t be the only situation in the game where screenshakes are useful I wanted the script to be versatile and easily modified for many different instances.

 
Basic function
The script is added to the camera and modifies its position each […]

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Program: Programming

Week 2 of Big Game Project

By week two, our enviroment artis had created enough models for me and our producer to make unity assets. The first part of the week was spent doing that, as well as some unity etiquette and administrative duties. The second part of the week was spent creating the challenges that we had planned before production. Here are the mock-ups of them we made for pre-production: [to be inserted later, connections issues for now] …and here are the later versions:
I also […]

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Program: Graphics

Week 2 of Big Game Project

By week two, our enviroment artis had created enough models for me and our producer to make unity assets. The first part of the week was spent doing that, as well as some unity etiquette and administrative duties. The second part of the week was spent creating the challenges that we had planned before production. Here are the mock-ups of them we made for pre-production: [to be inserted later, connections issues for now] …and here are the later versions:
I also […]

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Program: Graphics

Big Game Project, Introduction & Week 1

Introduction:
Let me just start by saying that I am not a great log-keeper, and that I am writing this at the end of week four. Hopefully, the last four weekly updates will actually be weekly.
But back to the project. I am the lead designer for the game “Adventures in space and slime”, with the working title “Spacegoo Adventure”. It’s a 3d puzzle platforming game that hankers back to the late 90’s early 00’s, with Banjo Kazooie and other so-called collectathons […]

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Program: Graphics

Big Game Project, Introduction & Week 1

Introduction:
Let me just start by saying that I am not a great log-keeper, and that I am writing this at the end of week four. Hopefully, the last four weekly updates will actually be weekly.
But back to the project. I am the lead designer for the game “Adventures in space and slime”, with the working title “Spacegoo Adventure”. It’s a 3d puzzle platforming game that hankers back to the late 90’s early 00’s, with Banjo Kazooie and other so-called collectathons […]

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Program: Graphics

The Runes of Kalevala Developer’s Blog II – The Quickening

Trying to succinctly explain The Runes of Kalevala has proven quite difficult. We start talking and then people say ”So it’s an RPG”, and we go ”yeah, but…”. Trying to make a game that offers a wider appeal also means that the explanation becomes wider and less precise, pitching becomes a nightmare as it’s not easily pigeonholed. Bottom line is that the game we’re making  isn’t about a genre of games, it’s about a group of players.
The Runes of Kalevala […]

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Program: Graphics

The Runes of Kalevala Developer’s Blog II – The Quickening

Trying to succinctly explain The Runes of Kalevala has proven quite difficult. We start talking and then people say ”So it’s an RPG”, and we go ”yeah, but…”. Trying to make a game that offers a wider appeal also means that the explanation becomes wider and less precise, pitching becomes a nightmare as it’s not easily pigeonholed. Bottom line is that the game we’re making  isn’t about a genre of games, it’s about a group of players.
The Runes of Kalevala […]

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Program: Graphics

Week 3 – Playtesting

Welcome back everyone!
This week all the first and second year students had the opportunity to have a bunch of people to test their game. The playtesting was on Friday so we spent the whole week trying to prepare so we could test as many aspects as possible. The feedback we got from everyone was amazing and we also got to test some of the other games, least to say we were impressed.
To prepare for the playtesting I spent most of […]

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Program: Programming

Week 3 – Playtesting

Welcome back everyone!
This week all the first and second year students had the opportunity to have a bunch of people to test their game. The playtesting was on Friday so we spent the whole week trying to prepare so we could test as many aspects as possible. The feedback we got from everyone was amazing and we also got to test some of the other games, least to say we were impressed.
To prepare for the playtesting I spent most of […]

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Program: Programming

BGP week 4: phone menu

This week I’ve been working a bit with art instead of writing, which has been a nice change. We’re thinking of putting the game’s menu in Sam’s phone, which will always be available in the corner of the screen. From the menu, the player can travel, view their relationships with other characers and invite friends to go out with you. Another thing I personally would like to add is something like a diary or journal, where notes appear after events […]

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Program: Graphics

BGP week 4: phone menu

This week I’ve been working a bit with art instead of writing, which has been a nice change. We’re thinking of putting the game’s menu in Sam’s phone, which will always be available in the corner of the screen. From the menu, the player can travel, view their relationships with other characers and invite friends to go out with you. Another thing I personally would like to add is something like a diary or journal, where notes appear after events […]

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Program: Graphics

BigGameProject – blog 3

Den här veckan har jag fokuserat majoriteten av min tid på objekt som spelaren kan trycka på.
För att vara mer exakt så har jag jobbat på hur vi bestämmer vad varje objekt ska göra. Jag har gjort två separata scripts för att få resultatet på bilden. Det första håller i alla värden och funktioner som alla objekt kan utföra. Till exempel värden som bestämmer vad objektet ska visa för effekter och hur länge objektet gör det den ska göra. Det […]

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Program: Programming

BigGameProject – blog 3

Den här veckan har jag fokuserat majoriteten av min tid på objekt som spelaren kan trycka på.
För att vara mer exakt så har jag jobbat på hur vi bestämmer vad varje objekt ska göra. Jag har gjort två separata scripts för att få resultatet på bilden. Det första håller i alla värden och funktioner som alla objekt kan utföra. Till exempel värden som bestämmer vad objektet ska visa för effekter och hur länge objektet gör det den ska göra. Det […]

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Program: Programming

WEEK #3 – BIG GAME PROJECT – LOGO

Hey guys whats up!
So this week has been intense. Next week we have our Alpha deadline, and this friday we had playtesting with the rest of our class. That was more or less our first deadline to have something playable. I think we managed to do very well, even though we had a couple of bugs, the game is finally shaping up to something we visualized in the pre production phase.
So what have I done this week? Well first I […]

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Program: Graphics

WEEK #3 – BIG GAME PROJECT – LOGO

Hey guys whats up!
So this week has been intense. Next week we have our Alpha deadline, and this friday we had playtesting with the rest of our class. That was more or less our first deadline to have something playable. I think we managed to do very well, even though we had a couple of bugs, the game is finally shaping up to something we visualized in the pre production phase.
So what have I done this week? Well first I […]

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Program: Graphics

WEEK #3 – BIG GAME PROJECT – LOGO

Hey guys whats up!
So this week has been intense. Next week we have our Alpha deadline, and this friday we had playtesting with the rest of our class. That was more or less our first deadline to have something playable. I think we managed to do very well, even though we had a couple of bugs, the game is finally shaping up to something we visualized in the pre production phase.
So what have I done this week? Well first I […]

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Program: Graphics

WEEK #3 – BIG GAME PROJECT – LOGO

Hey guys whats up!
So this week has been intense. Next week we have our Alpha deadline, and this friday we had playtesting with the rest of our class. That was more or less our first deadline to have something playable. I think we managed to do very well, even though we had a couple of bugs, the game is finally shaping up to something we visualized in the pre production phase.
So what have I done this week? Well first I […]

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Program: Graphics