Daily Archives: May 3, 2016
Alpha build
Last week was Alpha presentation, where we showed Symbiosis to a jury of testers for more in-depth feedback, and another playtest session is scheduled for this friday before the beta presentation next week. We have, to put it short, our hands full. I will thus not go into very much detail on my recent work, and instead give you a short update on the project.
Screenshot of Symbiosis in it’s current state
The greatest gameplay change since the pre-alpha has been the […]
Alpha build
Last week was Alpha presentation, where we showed Symbiosis to a jury of testers for more in-depth feedback, and another playtest session is scheduled for this friday before the beta presentation next week. We have, to put it short, our hands full. I will thus not go into very much detail on my recent work, and instead give you a short update on the project.
Screenshot of Symbiosis in it’s current state
The greatest gameplay change since the pre-alpha has been the […]
BGP Week 5
Week five has passed and a lot has been done. These are some of the things I have done:
Update Iron and Stone models
Made the thing that holds the elevator on the island
New ground grass texture
Made two landmarks for the jungle
Set up 3 light presets for our day and night cycle
Plus some smaller stuff
Here are some pictures
BGP Week 5
Week five has passed and a lot has been done. These are some of the things I have done:
Update Iron and Stone models
Made the thing that holds the elevator on the island
New ground grass texture
Made two landmarks for the jungle
Set up 3 light presets for our day and night cycle
Plus some smaller stuff
Here are some pictures
Big Game Project – Managing ambient sounds
Our game world consist of two areas different in mood. One is an island floating above the clouds and the other a dangerous jungle on the planet below. The island has a windy ambience and the jungle has recordings of a real jungle. Day and night is also important for gameplay, so I wanted different ambiences for those. It was difficult to find two wind recordings that were distinctively different enough, so I chose to always have the same for […]
Big Game Project – Managing ambient sounds
Our game world consist of two areas different in mood. One is an island floating above the clouds and the other a dangerous jungle on the planet below. The island has a windy ambience and the jungle has recordings of a real jungle. Day and night is also important for gameplay, so I wanted different ambiences for those. It was difficult to find two wind recordings that were distinctively different enough, so I chose to always have the same for […]
Big Game: Week 5
Since I finished all the character labeled assets last week, I started pitching in with the environmental art. Started out with doing some different kinds of textures for the houses, which turned out like this;
They are all created in several different layers so you can easily change the color to whatever you want, for example;
The messy stones will act as the ”standard” wall, while the other two will act as decoration on the walls. Like […]
Big Game: Week 5
Since I finished all the character labeled assets last week, I started pitching in with the environmental art. Started out with doing some different kinds of textures for the houses, which turned out like this;
They are all created in several different layers so you can easily change the color to whatever you want, for example;
The messy stones will act as the ”standard” wall, while the other two will act as decoration on the walls. Like […]
Another Short One
So this week we added support for Terra to move Up wall when pressing upp on the joystick while being stuck to it.
This will hopefully help players that think the old controls were confusing or hard to use. And also make the game more intuitive to play. Some animation changes were also made to Terra to make it flow more between animations.
Thank you for reading.
Another Short One
So this week we added support for Terra to move Up wall when pressing upp on the joystick while being stuck to it.
This will hopefully help players that think the old controls were confusing or hard to use. And also make the game more intuitive to play. Some animation changes were also made to Terra to make it flow more between animations.
Thank you for reading.
Sam & Nicole part 5
Last week I didn’t do much of background art. I mostly helped out writing events in xml to help finish up before alpha. So there isn’t much to tell. The first prio backgrounds is done. But I actually re-painted the living room.
Before
After
Since we had the time we took this opportunity since the living room didn’t match up with the other backgrounds. And thats all for this week!
Sam & Nicole part 5
Last week I didn’t do much of background art. I mostly helped out writing events in xml to help finish up before alpha. So there isn’t much to tell. The first prio backgrounds is done. But I actually re-painted the living room.
Before
After
Since we had the time we took this opportunity since the living room didn’t match up with the other backgrounds. And thats all for this week!