Daily Archives: May 26, 2016
GGC Aftermath – Thoughts about the Project
The GGC is over and now is the time to write the project report. The report will be turned in Monday on May 30, and seminars will take place on June 3 and 10. I will be writing about my animation work for our previous game project, Synapse.
Several months before the Big Game Project course began, I was very nervous about my performance on it, since I haven’t read much graphics courses during my second year. Luckily, I found a […]
GGC Aftermath – Thoughts about the Project
The GGC is over and now is the time to write the project report. The report will be turned in Monday on May 30, and seminars will take place on June 3 and 10. I will be writing about my animation work for our previous game project, Synapse.
Several months before the Big Game Project course began, I was very nervous about my performance on it, since I haven’t read much graphics courses during my second year. Luckily, I found a […]
Post-GGC
So, this ride was amazing, and it feels a bit sad that the development course is over. Don’t think I have been this bummed out about summer soon being here… Anyway.
What are the future plans for Anchored and were will we go from here?
A lot of people have been approaching us and have asked us for a copy of the GGC build. I feel honored by this. All I’ve wanted since starting developing games is to create games that people (and […]
Post-GGC
So, this ride was amazing, and it feels a bit sad that the development course is over. Don’t think I have been this bummed out about summer soon being here… Anyway.
What are the future plans for Anchored and were will we go from here?
A lot of people have been approaching us and have asked us for a copy of the GGC build. I feel honored by this. All I’ve wanted since starting developing games is to create games that people (and […]
GGC
Last weekend we exhibited Anchored at the Gotland Game Conference, and it was a lot of fun. A lot of people played Anchored and we got lots of great feedback and input from a lot of people who played the game. Simply by observing people play provided really useful feedback.
We did find a game breaking bug in the GGC build, which was tied to the tutorial. During the tutorial the player is asked to construct a building. If the player […]
GGC
Last weekend we exhibited Anchored at the Gotland Game Conference, and it was a lot of fun. A lot of people played Anchored and we got lots of great feedback and input from a lot of people who played the game. Simply by observing people play provided really useful feedback.
We did find a game breaking bug in the GGC build, which was tied to the tutorial. During the tutorial the player is asked to construct a building. If the player […]
Baby, I’m Robot!
An open-world, roguelike with exploration, crazy weapon upgrades and a whole lot of love.
Baby, I’m Robot! shows the consequences of a robot falling in love with a human. Spoiler: that robot gets banished to an island filled with dangerous, defective robots. That robot then has to fight those scary robots in order to find its way back civilization, to be reunited with its love.
Baby, I’m Robot! Is a pixel art, roguelike action game where you explore procedurally generated islands, upgrade […]
Baby, I’m Robot!
An open-world, roguelike with exploration, crazy weapon upgrades and a whole lot of love.
Baby, I’m Robot! shows the consequences of a robot falling in love with a human. Spoiler: that robot gets banished to an island filled with dangerous, defective robots. That robot then has to fight those scary robots in order to find its way back civilization, to be reunited with its love.
Baby, I’m Robot! Is a pixel art, roguelike action game where you explore procedurally generated islands, upgrade […]
OMNI
In Arbor, the worldly past-time is playing OMNI, a game that re-enacts glorious battles of old before our world was united.
Ludwig Lindståhl
Ladbon Monjezi
OMNI was the first board game to ever be nominated – and win – the Best Social Game award at GameConnection in Paris (2016)!
Posted in Arcades and physical by Ulf Benjaminsson
OMNI
In Arbor, the worldly past-time is playing OMNI, a game that re-enacts glorious battles of old before our world was united.
Ludwig Lindståhl
Ladbon Monjezi
OMNI was the first board game to ever be nominated – and win – the Best Social Game award at GameConnection in Paris (2016)!
Posted in Arcades and physical by Ulf Benjaminsson
Symbiosis
Single player, two avatars, 2.5D platformer.
Explore the world and solve puzzles using the different characters, Terra and Lumi.
The two avatars have unique abilities based on the four elements. Combine their abilities to make clouds to walk on!
This game is built with in Unity. Other programs used are 3ds Max, Photoshop CS, Zbrush and MotionBuilder.
Matilda Nagy – Producer
Tom von Sydow – Level designer
Lisa Wackenhuth Svanström – Lead art
Ellen Mellåker – Artist
Niklas Larsson – Animator
Axel Palmqvist Gillman – Lead code
Oskar Hernberg […]
Symbiosis
Single player, two avatars, 2.5D platformer.
Explore the world and solve puzzles using the different characters, Terra and Lumi.
The two avatars have unique abilities based on the four elements. Combine their abilities to make clouds to walk on!
This game is built with in Unity. Other programs used are 3ds Max, Photoshop CS, Zbrush and MotionBuilder.
Matilda Nagy – Producer
Tom von Sydow – Level designer
Lisa Wackenhuth Svanström – Lead art
Ellen Mellåker – Artist
Niklas Larsson – Animator
Axel Palmqvist Gillman – Lead code
Oskar Hernberg […]
Anchored
Anchored is a survival-based real-time strategy game. Manage a settlement on a floating island anchored above a dangerous jungle. During the day you must lead a group of settlers down into the jungle to gather food and resources. Build defenses and prepare your settlement for the night, because you are not alone in the skies.
The game is built in Unity 5 and modeled in Blender.
Marcus Litholm – Lead Game Designer
André Bengtsson – Lead Artist
Nisse Lindblom – 3D Artist
Semih Parlayan- Lead […]
Anchored
Anchored is a survival-based real-time strategy game. Manage a settlement on a floating island anchored above a dangerous jungle. During the day you must lead a group of settlers down into the jungle to gather food and resources. Build defenses and prepare your settlement for the night, because you are not alone in the skies.
The game is built in Unity 5 and modeled in Blender.
Marcus Litholm – Lead Game Designer
André Bengtsson – Lead Artist
Nisse Lindblom – 3D Artist
Semih Parlayan- Lead […]
Tale
In a world of great wonders, a ranger is tricked by a scheming wizard to unleash a great danger. In order to undo her mistakes…
Tale is a third-person adventure game, on Multiple platforms, set in a fantastical land known as Abulin. With gameplay centered on exploration and navigation, Tale aims to tell the story of a young ranger as she unravels the plot of a devious magician. The game is developed in Unity. Assets are created in, Zbrush,3Dsmax,Speedtree,Motionbuilder,Logic pro, Visualstudio, […]
Tale
In a world of great wonders, a ranger is tricked by a scheming wizard to unleash a great danger. In order to undo her mistakes…
Tale is a third-person adventure game, on Multiple platforms, set in a fantastical land known as Abulin. With gameplay centered on exploration and navigation, Tale aims to tell the story of a young ranger as she unravels the plot of a devious magician. The game is developed in Unity. Assets are created in, Zbrush,3Dsmax,Speedtree,Motionbuilder,Logic pro, Visualstudio, […]
Smackquarium
Smackquarium is a 2D, platformer local multiplayer game. With its transparent screen Smackquarium allow the players to see each other while playing. The game also allows the players to pour real water into the aquarium (the game-setting), making the environment/ players be affected by the resulting virtual water steam.
In smackquarium two players fight against each other located in an aquarium. They are both playing a turtle equipped with an oversized hammer. Their goal is to be the fastest one to […]
Smackquarium
Smackquarium is a 2D, platformer local multiplayer game. With its transparent screen Smackquarium allow the players to see each other while playing. The game also allows the players to pour real water into the aquarium (the game-setting), making the environment/ players be affected by the resulting virtual water steam.
In smackquarium two players fight against each other located in an aquarium. They are both playing a turtle equipped with an oversized hammer. Their goal is to be the fastest one to […]
The wonderful world of Re spawning
So Somethings we changed for GGC is the way we re spawn in the game. The checkpoints implemented glows whit a fire particle and a water particle when Lumi(Fire squirrel) and Terra(Grass ball) moves inside a trigger. This then gets recognized ass the re spawn point. If Lumi or Terra then die this is the position they will re appear at.
The Gif above Represents what happens when the players go to far away from each other. as shown the screen […]
The wonderful world of Re spawning
So Somethings we changed for GGC is the way we re spawn in the game. The checkpoints implemented glows whit a fire particle and a water particle when Lumi(Fire squirrel) and Terra(Grass ball) moves inside a trigger. This then gets recognized ass the re spawn point. If Lumi or Terra then die this is the position they will re appear at.
The Gif above Represents what happens when the players go to far away from each other. as shown the screen […]
Tooltips or Button prompts to help Players
Hello This one will be a bit short. We implemented a system of button prompts that will play an animation that blinks the button to be pressed to make it easier to proceed.
This is an example of the prompt that we in the group called a tool tip so will to from now on. This tool tip were one of several meant to show the player what to do in a situation in the beginning of the level and also […]
Tooltips or Button prompts to help Players
Hello This one will be a bit short. We implemented a system of button prompts that will play an animation that blinks the button to be pressed to make it easier to proceed.
This is an example of the prompt that we in the group called a tool tip so will to from now on. This tool tip were one of several meant to show the player what to do in a situation in the beginning of the level and also […]