Yearly Archives: 2016
Big Game Project – Tale
Greetings, it is time for blog posts again. This time it is for big game project. This course is about making a game in about 8 weeks, and then showing the game at the GGC conference. The game we are making is named Tale, and is developed in Unity.
This is the third week into big game project, thought the blogging starts now. Therefore I will describe the most important discoveries, solutions and problems related to code I have encountered during these three […]
Big Game Project – Tale
Greetings, it is time for blog posts again. This time it is for big game project. This course is about making a game in about 8 weeks, and then showing the game at the GGC conference. The game we are making is named Tale, and is developed in Unity.
This is the third week into big game project, thought the blogging starts now. Therefore I will describe the most important discoveries, solutions and problems related to code I have encountered during these three […]
Big Game Project Week One
The time has come to participate in a course where I can actually make a game and not just graphics for one. That is something I have felt is lacking the last few months.
I am working on a game that is so far called SpaceGoo Adventures. It is about three? slime creatures with different abilities traversing a world to find parts for their broken teleporterthingie. It is a 3D plattformer collectathon reminicent of old Nintendo 64 games like Mario 64 […]
Big Game Project Week One
The time has come to participate in a course where I can actually make a game and not just graphics for one. That is something I have felt is lacking the last few months.
I am working on a game that is so far called SpaceGoo Adventures. It is about three? slime creatures with different abilities traversing a world to find parts for their broken teleporterthingie. It is a 3D plattformer collectathon reminicent of old Nintendo 64 games like Mario 64 […]
Big Game Project Week 2
Week two of the big game project has come to an end and the game has progressed a fair bit. The work that I have done has not produced any new assets for the game but I have used the modular assets already created to build houses and the beginning of the city.
During this week a lot of time has been spent UV and light mapping the assets that I created last week. But some time has been used to create the […]
Big Game Project Week 2
Week two of the big game project has come to an end and the game has progressed a fair bit. The work that I have done has not produced any new assets for the game but I have used the modular assets already created to build houses and the beginning of the city.
During this week a lot of time has been spent UV and light mapping the assets that I created last week. But some time has been used to create the […]
Synapse: An Introduction
Been a while since my last activity here, so hello again! The final big game production of the university year is in full swing, so I’ll be tracking my process via this blog.
The concept I created, and is now working on, is the game Synapse. To sum it up in as few words as possible, it’s a touchscreen tablet game where you explore the functions of a neurotypical, and non-neurotypical brains, by guiding nerve signals to various parts of the […]
Synapse: An Introduction
Been a while since my last activity here, so hello again! The final big game production of the university year is in full swing, so I’ll be tracking my process via this blog.
The concept I created, and is now working on, is the game Synapse. To sum it up in as few words as possible, it’s a touchscreen tablet game where you explore the functions of a neurotypical, and non-neurotypical brains, by guiding nerve signals to various parts of the […]
Synapse: Big Game Project Post #1 and #2
Week 1:
Note that I joined this project later than the other members and as such was not involved with the initial development of the game.
That said, we had recently started on the our big game project called Synapse. It is meant to be an educational brain-tampering game, or rather a simulator, where you show the player an image of the different regions of the brain and a character linked to it. The player is then allowed to send pulses throughout […]
Synapse: Big Game Project Post #1 and #2
Week 1:
Note that I joined this project later than the other members and as such was not involved with the initial development of the game.
That said, we had recently started on the our big game project called Synapse. It is meant to be an educational brain-tampering game, or rather a simulator, where you show the player an image of the different regions of the brain and a character linked to it. The player is then allowed to send pulses throughout […]
Week 2 – Redesigned the visual style
Welcome to yet another chaotic week. This week I joked about changing the visual style to a style that was way more computerized than what we had earlier. I showed one of the artists the following picture.
“What if the game had a completely computerized look!” I instantly regretted those words as the artist went crazy with the idea and started working on it. After a few hours of playing around he showed me this.What […]
Week 2 – Redesigned the visual style
Welcome to yet another chaotic week. This week I joked about changing the visual style to a style that was way more computerized than what we had earlier. I showed one of the artists the following picture.
“What if the game had a completely computerized look!” I instantly regretted those words as the artist went crazy with the idea and started working on it. After a few hours of playing around he showed me this.What […]
Big Game Project, Week 2.
Week 2 has been coming along nicely!
We’ve decided to use Elias Software as a base, and thanks to the schools connections we were able to save time for our demo production by using one of the pre-existing themes for the game to showcase what we want the game be like. The theme is called Smoggy Sundown, and is a very blippy / retro-gaming sounding theme.
Apart from that, I’ve been working on trying to bring more sounds to our characters in […]
Big Game Project, Week 2.
Week 2 has been coming along nicely!
We’ve decided to use Elias Software as a base, and thanks to the schools connections we were able to save time for our demo production by using one of the pre-existing themes for the game to showcase what we want the game be like. The theme is called Smoggy Sundown, and is a very blippy / retro-gaming sounding theme.
Apart from that, I’ve been working on trying to bring more sounds to our characters in […]
Week 3 – Shaders and lookdev
This week have been spent mostly with attempting to identify what the game will look after some concerns were raised with the previous visions we had.
In order to sell the idea that you are in fact playing as an AI we need to first figure out an impossible to answer question. “What would the world look like to an seemingly omniscient AI?”
There is no right answer to this impossible to answer question obviously, thus we needed to experiment to find […]
Week 3 – Shaders and lookdev
This week have been spent mostly with attempting to identify what the game will look after some concerns were raised with the previous visions we had.
In order to sell the idea that you are in fact playing as an AI we need to first figure out an impossible to answer question. “What would the world look like to an seemingly omniscient AI?”
There is no right answer to this impossible to answer question obviously, thus we needed to experiment to find […]
Big Game Project – blog 2
Hej igen!
En till vecka i projektet har passerat och jag har jobbat men objekt som spelaren ska kunna trycka på i spelet. Målet för mig den här veckan var att få klart en grund för några scripts så jag kan applicera samma kod på så många objekt som möjligt utan att behöva ändra allt för mycket i själva koden när vi skapar nya objekt. Jag tycket att jag har uppnått det och är mycket nöjd mer resultatet, kommande veckan kommer […]
Big Game Project – blog 2
Hej igen!
En till vecka i projektet har passerat och jag har jobbat men objekt som spelaren ska kunna trycka på i spelet. Målet för mig den här veckan var att få klart en grund för några scripts så jag kan applicera samma kod på så många objekt som möjligt utan att behöva ändra allt för mycket i själva koden när vi skapar nya objekt. Jag tycket att jag har uppnått det och är mycket nöjd mer resultatet, kommande veckan kommer […]
Enemy 1
This week has been a little slow with the enemy creation. I made the base mesh for our first enemy.
The shapes of the enemy is very basic and this will work as a place holder for the Alpha.
Code and animations
I also made our player character Kei to move in the engine with animations. I used animations from a website called Mixamo which is a website Adobe owns. Here you can rig and skin your mesh and […]
Enemy 1
This week has been a little slow with the enemy creation. I made the base mesh for our first enemy.
The shapes of the enemy is very basic and this will work as a place holder for the Alpha.
Code and animations
I also made our player character Kei to move in the engine with animations. I used animations from a website called Mixamo which is a website Adobe owns. Here you can rig and skin your mesh and […]
First musical draft
Music for games is most often added in the later stages of the production and I can fully understand why that is. This early I haven’t been able to create any definite music that we want in the game since I need to see the game be played first to write really fitting tracks.
But that doesn’t mean that I can’t be proactive. Since I know that our aim is an environment with desert and canyon-like style I can try musical themes […]
First musical draft
Music for games is most often added in the later stages of the production and I can fully understand why that is. This early I haven’t been able to create any definite music that we want in the game since I need to see the game be played first to write really fitting tracks.
But that doesn’t mean that I can’t be proactive. Since I know that our aim is an environment with desert and canyon-like style I can try musical themes […]
Setting up ELIAS for Unity
First of I’ll do short description of ELIAS and then show how I implemented it in our project for easing the workflow in the later stages when the music is added. This week I’ve been converting it from working for 2D to 3D since we decided to do an overhaul of the physics in the game.
What is ELIAS?
It’s a software that is designed to trigger music on events in the game and create adaptive music. It’s very easy to use […]
Setting up ELIAS for Unity
First of I’ll do short description of ELIAS and then show how I implemented it in our project for easing the workflow in the later stages when the music is added. This week I’ve been converting it from working for 2D to 3D since we decided to do an overhaul of the physics in the game.
What is ELIAS?
It’s a software that is designed to trigger music on events in the game and create adaptive music. It’s very easy to use […]