Daily Archives: February 9, 2017
Refelction Opon 3D Consept Art
As our teams third programmer, hawing previews experience whit Unity my job is to implement what the other programmers code and our artists art. This means i have to work whit both the code and art and sens we have 3 programmers and one artist, i try to help the artist as much as i can. I can however only help when it comes to designing decisions and to give input sins i can’t draw.
I got the task to do concept art […]
Refelction Opon 3D Consept Art
As our teams third programmer, hawing previews experience whit Unity my job is to implement what the other programmers code and our artists art. This means i have to work whit both the code and art and sens we have 3 programmers and one artist, i try to help the artist as much as i can. I can however only help when it comes to designing decisions and to give input sins i can’t draw.
I got the task to do concept art […]
Making a child’s behaviour
We are currently making a game about a moth trying to rescue her children during a dark night, therfore the the children are a very important part of the game. The main objective is to find them in and bring them to safety. One of our main goals is to create a bond between the player and the children. The player should feel protective of the children and loss upon losing a child. To create those feelings I will attempt […]
Making a child’s behaviour
We are currently making a game about a moth trying to rescue her children during a dark night, therfore the the children are a very important part of the game. The main objective is to find them in and bring them to safety. One of our main goals is to create a bond between the player and the children. The player should feel protective of the children and loss upon losing a child. To create those feelings I will attempt […]
Game Development Update #1
Allow me to introduce myself,
I’m Ted Fristedt and I’m team Elf’s designer.
We’re at full work on our first game, called Samsara. A frantic mythology infused shoot ’em up game about death and rebirth.
What have I been up to, you may ask.
Well, this week I’ve been working with the game’s concepts for items and power-ups. I’ve also experimented with various ways on how and when the power-ups can be used.
One of the key elements in making this game enjoyable is the power-ups. […]
Game Development Update #1
Allow me to introduce myself,
I’m Ted Fristedt and I’m team Elf’s designer.
We’re at full work on our first game, called Samsara. A frantic mythology infused shoot ’em up game about death and rebirth.
What have I been up to, you may ask.
Well, this week I’ve been working with the game’s concepts for items and power-ups. I’ve also experimented with various ways on how and when the power-ups can be used.
One of the key elements in making this game enjoyable is the power-ups. […]
First things First
Enemies. Having any kind of element of challenge is important in mostly any kind of games, especially ours, since we are supposed to make a space-shooter-ish game depending on the certain theme that the Concept Document we chose was built upon. While … – Läs hela inlägget här
First things First
Enemies. Having any kind of element of challenge is important in mostly any kind of games, especially ours, since we are supposed to make a space-shooter-ish game depending on the certain theme that the Concept Document we chose was built upon. While … – Läs hela inlägget här
Blog Post #1
What & Why:
I am going to cover the general feel and the aesthetics of the current version of our game. After reading the concept document for Echo we were very interested in how the mechanics worked together with the aesthetics. We thought it would be very interesting to combine the dark feel of the game and the use of sound or light as guidance for the player.
We wanted to keep the narrative of a moth that lost its children in an […]
Blog Post #1
What & Why:
I am going to cover the general feel and the aesthetics of the current version of our game. After reading the concept document for Echo we were very interested in how the mechanics worked together with the aesthetics. We thought it would be very interesting to combine the dark feel of the game and the use of sound or light as guidance for the player.
We wanted to keep the narrative of a moth that lost its children in an […]
Character concept for a “hot” witch
A few weeks ago, we were given the task to choose from a variety of game concept documents and adapt one concept into a fully-fledged design, to then be developed into a playable digital game during the current semester. All the game concepts were made by us students in teams and presented/pitched to each other earlier as part of the previous semester’s course plan.
Our team chose “Burn Witch Burn”, a concept about a witch being hunted that turned out to […]
Character concept for a “hot” witch
A few weeks ago, we were given the task to choose from a variety of game concept documents and adapt one concept into a fully-fledged design, to then be developed into a playable digital game during the current semester. All the game concepts were made by us students in teams and presented/pitched to each other earlier as part of the previous semester’s course plan.
Our team chose “Burn Witch Burn”, a concept about a witch being hunted that turned out to […]
Character concept for a hot witch
A few weeks ago, we were given the task to choose from a variety of game concept documents and adapt one concept into a fully-fledged design, to then be developed into a playable digital game during the current semester. All the game concepts were made by us students in teams and presented/pitched to each other earlier as part of the previous semester’s course plan.
Our team chose “Burn Witch Burn”, a concept about a witch being hunted that turned out to […]
Character concept for a hot witch
A few weeks ago, we were given the task to choose from a variety of game concept documents and adapt one concept into a fully-fledged design, to then be developed into a playable digital game during the current semester. All the game concepts were made by us students in teams and presented/pitched to each other earlier as part of the previous semester’s course plan.
Our team chose “Burn Witch Burn”, a concept about a witch being hunted that turned out to […]
Dev-Blog 1: Product backlog
Product backlog
During this past week, I had been working extensively with the product backlog for our project. The backlog is where all of the tasks or assets that need to be completed during the project are stored. You can add to the backlog as the project progresses, so it is never truly finished, but it is important that it is well structured for the project to run smoothly.
We use a google spreadsheet for our backlog, that very much resembles […]
Dev-Blog 1: Product backlog
Product backlog
During this past week, I had been working extensively with the product backlog for our project. The backlog is where all of the tasks or assets that need to be completed during the project are stored. You can add to the backlog as the project progresses, so it is never truly finished, but it is important that it is well structured for the project to run smoothly.
We use a google spreadsheet for our backlog, that very much resembles […]
Implementing Realm Switching
The Human Realm, although there are no humans here yet.
What?
The core mechanic of Spirits of The Shogun is that the player can switch between realms to defeat one type of otherwise invincible enemies at a time.
There are two different realms and each realm have two distinct types of enemies. The Human Realm have human enemies and The Spirit Realm have demon enemies.
The player is present in only one of the realms but has the ability to switch to the other. The […]
Implementing Realm Switching
The Human Realm, although there are no humans here yet.
What?
The core mechanic of Spirits of The Shogun is that the player can switch between realms to defeat one type of otherwise invincible enemies at a time.
There are two different realms and each realm have two distinct types of enemies. The Human Realm have human enemies and The Spirit Realm have demon enemies.
The player is present in only one of the realms but has the ability to switch to the other. The […]
Player avatar interactivity
When I first began to implement the player avatar, it became apparent that it felt very lifeless. This wasn’t due to a lack of animations, but mainly because it sensed a lack of reaction whenever the player gave input, especially from the player’s free aim movement.
At this point I only had basic player X-Axis flipping in order to indicate that you are aiming at a different direction on the horizontal level. Originally I had this tied to whichever direction you […]
Player avatar interactivity
When I first began to implement the player avatar, it became apparent that it felt very lifeless. This wasn’t due to a lack of animations, but mainly because it sensed a lack of reaction whenever the player gave input, especially from the player’s free aim movement.
At this point I only had basic player X-Axis flipping in order to indicate that you are aiming at a different direction on the horizontal level. Originally I had this tied to whichever direction you […]
Slingy and projectiles
The most important task this week was the sprite for an enemy called Slingy, it’s a character that is supposed to come up from the bottom of the screen and shoot at the player with a slingshot.
All of the assets were made in Adobe Photoshop CC 2017.
The enemy characters in this game are supposed to have their weapons be a part of themselves to convey a feeling of that they are the weapon, that the person is not the important […]
Slingy and projectiles
The most important task this week was the sprite for an enemy called Slingy, it’s a character that is supposed to come up from the bottom of the screen and shoot at the player with a slingshot.
All of the assets were made in Adobe Photoshop CC 2017.
The enemy characters in this game are supposed to have their weapons be a part of themselves to convey a feeling of that they are the weapon, that the person is not the important […]
Blog 09-02-2017 Daniel Ahlberg Game Design 2
This week, one of my tasks was to make some basic GUI for the game. I have done some GUI before so i felt confident that i could do it for the game.
what i made was a basic start screen scene which included two empty game objects, one which was for the start screen canvas and one which was for tutorial canvas.
The start screen canvas, have two functions and buttons, either press space to continue or press escape […]
Blog 09-02-2017 Daniel Ahlberg Game Design 2
This week, one of my tasks was to make some basic GUI for the game. I have done some GUI before so i felt confident that i could do it for the game.
what i made was a basic start screen scene which included two empty game objects, one which was for the start screen canvas and one which was for tutorial canvas.
The start screen canvas, have two functions and buttons, either press space to continue or press escape […]