Monthly Archives: May 2016
Week 5
Hello
This week I’ve been hard at work on our game Symbiosis. My tasks this week were to create a script for the thorns so that our leveldesigner could place them where ever he wanted without any problems.
To do this I saved the downward direction of the thorn, and then when snlight hit the thorn i did not make thorn just go down. Instead i made the thorn move in the direction that i saved at the beginnin, the downward direction […]
Week 5
Hello
This week I’ve been hard at work on our game Symbiosis. My tasks this week were to create a script for the thorns so that our leveldesigner could place them where ever he wanted without any problems.
To do this I saved the downward direction of the thorn, and then when snlight hit the thorn i did not make thorn just go down. Instead i made the thorn move in the direction that i saved at the beginnin, the downward direction […]
Big Game Blog 6
Water Particle Funtimes
So i made some water particles for the game.
So the waterfall consist of a main particle and a adjustable submitter for collision. To save performance (not necessary really, but hey why not…) i just manually placed all the watersmoke. Actually using the legacy particle system for these water effects because i used some preexisting settings that i found. The plan was to re-integrate it into the shuriken system, but like with so many other things, i kinda ran […]
Big Game Blog 6
Water Particle Funtimes
So i made some water particles for the game.
So the waterfall consist of a main particle and a adjustable submitter for collision. To save performance (not necessary really, but hey why not…) i just manually placed all the watersmoke. Actually using the legacy particle system for these water effects because i used some preexisting settings that i found. The plan was to re-integrate it into the shuriken system, but like with so many other things, i kinda ran […]
Big Game Project: Week 7
This is the last post and it covers my work during the last week (May 16 – May 20) of the Big Game Project.
You probably remember the ranged attack of Enemy type 2, a slow-moving laser from the previous post. This attack was, however, not included in the final version and instead had to be replaced with a usual projectile type weapon that fires periodically with a short delay. I don’t think the original laser weapon was wrong but since the shooting […]
Big Game Project: Week 7
This is the last post and it covers my work during the last week (May 16 – May 20) of the Big Game Project.
You probably remember the ranged attack of Enemy type 2, a slow-moving laser from the previous post. This attack was, however, not included in the final version and instead had to be replaced with a usual projectile type weapon that fires periodically with a short delay. I don’t think the original laser weapon was wrong but since the shooting […]
Big Game Blog 5
Speedy Trees Funtimes
So i made some tree models for the game. There’s alot of cool things speedtree can offer you. One of the biggest selling points for us was the modeling time it saved. Additionally the wind feature incorporated into Unity’s wind zone system made it a real gem that saved us the time of creating custom shaders using vertex color animation. A real nice time saver to say the least. Models and alphas setups by me. Game ready textures […]
Big Game Blog 5
Speedy Trees Funtimes
So i made some tree models for the game. There’s alot of cool things speedtree can offer you. One of the biggest selling points for us was the modeling time it saved. Additionally the wind feature incorporated into Unity’s wind zone system made it a real gem that saved us the time of creating custom shaders using vertex color animation. A real nice time saver to say the least. Models and alphas setups by me. Game ready textures […]
Big Game Blog 4
Modular Fun Times
So i made some modular house pieces that i assembled into the clunky house thingy you see in the background. All the pieces share 3 different texture atlases and can also be exported as separate pieces and use individually inside the engine, which i took advantage of quiet a lot. I really wanted to work on this some more and make a better collection of assets that could be assembled into better and slightly bigger modular pieces to […]
Big Game Blog 4
Modular Fun Times
So i made some modular house pieces that i assembled into the clunky house thingy you see in the background. All the pieces share 3 different texture atlases and can also be exported as separate pieces and use individually inside the engine, which i took advantage of quiet a lot. I really wanted to work on this some more and make a better collection of assets that could be assembled into better and slightly bigger modular pieces to […]
So… To Summarize GGC
Gotland Game Conference, GGC, has come and gone but Big Game Project, BGP, remains. At least for a few more days as we finish up our reports and giving our games a final polish before submitting them to different exhibitions and competitions around the world or simply so people could test a less broken edition of our game. Which is our case as our balance was quite unfair towards new players or players which weren’t used to hardcore tactical games. To […]
So… To Summarize GGC
Gotland Game Conference, GGC, has come and gone but Big Game Project, BGP, remains. At least for a few more days as we finish up our reports and giving our games a final polish before submitting them to different exhibitions and competitions around the world or simply so people could test a less broken edition of our game. Which is our case as our balance was quite unfair towards new players or players which weren’t used to hardcore tactical games. To […]
Big Game Project, Part 7.
So, we’ve come to an end with the project, and what a ride it was. I learnt so much about sound design and level design that I’m having a hard time processing it. We were given some amazing feedback during the conference as well, and I believe a re-work of the game is in the idea-stages.
During the three days, a number of adjustments were made to the sounds inside the game, patches, if you will. Ranging from adding new sounds […]
Big Game Project, Part 7.
So, we’ve come to an end with the project, and what a ride it was. I learnt so much about sound design and level design that I’m having a hard time processing it. We were given some amazing feedback during the conference as well, and I believe a re-work of the game is in the idea-stages.
During the three days, a number of adjustments were made to the sounds inside the game, patches, if you will. Ranging from adding new sounds […]
An ending in time for GGC
For GGC we wanted an end to the game instead of showing the player a blank screen whit game over. So we decided that something would be shown at the end and our game title would be displayed. So as a team we decided to show a cut character that walked up to the player and then display our logo or game title on screen.
This was mostly only for GGC and Was not intended to represent the end of the actual […]
An ending in time for GGC
For GGC we wanted an end to the game instead of showing the player a blank screen whit game over. So we decided that something would be shown at the end and our game title would be displayed. So as a team we decided to show a cut character that walked up to the player and then display our logo or game title on screen.
This was mostly only for GGC and Was not intended to represent the end of the actual […]
What did Sebastian DO?
Hi!
It has been a couple of intense weeks since my last post. The last two weeks of Slumber development were spent working very hard to deliver the very best game for Gotland Game Conference possible. As a result I forgot to blog. Ooops!
That’s okay though! (For me at least, we’ll have to see what my professors say!). This allows me to reflect much more than usual on the process.
I ended up doing a lot of different things during this project. Looking at […]
What did Sebastian DO?
Hi!
It has been a couple of intense weeks since my last post. The last two weeks of Slumber development were spent working very hard to deliver the very best game for Gotland Game Conference possible. As a result I forgot to blog. Ooops!
That’s okay though! (For me at least, we’ll have to see what my professors say!). This allows me to reflect much more than usual on the process.
I ended up doing a lot of different things during this project. Looking at […]
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 […]