Daily Archives: February 16, 2017

BUGS, BUGS EVERYWHERE

After I reflected over my last post I realized that you would probably don’t know who i was if you read that post, so, let me introduce myself.
I am Philip, the lead designer for group Dragon, I worked on the concept document Samsara and is now working on creating a game out of the concept spirits of the shogun. I find that this concept is both interesting and challenging to work with. Due to the lack of depth form the […]

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Program: Game Design

BUGS, BUGS EVERYWHERE

After I reflected over my last post I realized that you would probably don’t know who i was if you read that post, so, let me introduce myself.
I am Philip, the lead designer for group Dragon, I worked on the concept document Samsara and is now working on creating a game out of the concept spirits of the shogun. I find that this concept is both interesting and challenging to work with. Due to the lack of depth form the […]

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Program: Game Design

Implemented a Level Handler

Implemented a LevelHandler
What?
The most recent implementation that I did was a so called “Level Handler” which is an object that you pull into a game scene, that lets you decide how this entire scene should behave during gameplay.
It has the possibility to easily manage the behavior of the entire level, changing spawn positions and change scenes and the different graphical user interfaces that we might need such during pause functions, cutscenes and so on.
It also keeps track of win and […]

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Program: Programming

Implemented a Level Handler

Implemented a LevelHandler
What?
The most recent implementation that I did was a so called “Level Handler” which is an object that you pull into a game scene, that lets you decide how this entire scene should behave during gameplay.
It has the possibility to easily manage the behavior of the entire level, changing spawn positions and change scenes and the different graphical user interfaces that we might need such during pause functions, cutscenes and so on.
It also keeps track of win and […]

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Program: Programming

Adding entities to a “Parade”

A couple of weeks ago I started working on the parade mechanic within our game. Since we have decided to change the parade mechanic, but still do not know what we will change it into, I have since stopped working on it for the time being. However, I figured what I do have implemented with the mechanic would still be interesting to talk about.
So first of all, the parade as of this moment consists of enemies you have killed, who […]

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Program: Programming

Adding entities to a “Parade”

A couple of weeks ago I started working on the parade mechanic within our game. Since we have decided to change the parade mechanic, but still do not know what we will change it into, I have since stopped working on it for the time being. However, I figured what I do have implemented with the mechanic would still be interesting to talk about.
So first of all, the parade as of this moment consists of enemies you have killed, who […]

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Program: Programming

Gun-play

The gun-play is a big part of the game Selfish and as it is impotent the have been a lot of work and ideas around how to do it in a right way.
I have worked and are still polishing this mechanic but how did this process start then?

First I was thinking and working on what and how the PC (player character) would fire “bullets” to begin with. The first idea I had was having the PC shot bubbles as this […]

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Program: Game Design

Gun-play

The gun-play is a big part of the game Selfish and as it is impotent the have been a lot of work and ideas around how to do it in a right way.
I have worked and are still polishing this mechanic but how did this process start then?

First I was thinking and working on what and how the PC (player character) would fire “bullets” to begin with. The first idea I had was having the PC shot bubbles as this […]

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Program: Game Design

Practice makes Perfect

Sup!
Throughout the entire process of our game development it was known that there was a presentation approaching. This is what I have been working on this week. A presentation can be easy, hard or fun. For me personally, it is the worst. This sounds pretty ironic coming from a student studying project management but it is the truth.
I have never enjoyed presenting to the class and this time the class was more or less 120 people. The advice I got […]

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Practice makes Perfect

Sup!
Throughout the entire process of our game development it was known that there was a presentation approaching. This is what I have been working on this week. A presentation can be easy, hard or fun. For me personally, it is the worst. This sounds pretty ironic coming from a student studying project management but it is the truth.
I have never enjoyed presenting to the class and this time the class was more or less 120 people. The advice I got […]

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The Second Blogpost – Nazul

Hello and welcome to my second blogpost and today I will be talking about the camera movement which I have been struggling with quite a bit.
So how it works now is that the camera is set to have the same position as the player but in case I use the teleport it does not pop to the player immediately but instead it moves smoothly to not confuse the player of where he lands.
In the beginning I just made the main […]

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Program: Programming

The Second Blogpost – Nazul

Hello and welcome to my second blogpost and today I will be talking about the camera movement which I have been struggling with quite a bit.
So how it works now is that the camera is set to have the same position as the player but in case I use the teleport it does not pop to the player immediately but instead it moves smoothly to not confuse the player of where he lands.
In the beginning I just made the main […]

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Program: Programming

Piranha Animation

This blog-post is a reflection upon my Piranha animation, work method and design choices.
My initial reference when starting to create a concept for my piranha was the piranha in the comic book Ernie.

            Kind of cute but has more teeth than face. I felt this should do nicely since the group has been talking about how they drew correlations between our project and Happy Tree Friends, Worms and Finding Nemo.
We decided on colored lineart and a simple range of […]

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Program: Graphics

Piranha Animation

This blog-post is a reflection upon my Piranha animation, work method and design choices.
My initial reference when starting to create a concept for my piranha was the piranha in the comic book Ernie.

            Kind of cute but has more teeth than face. I felt this should do nicely since the group has been talking about how they drew correlations between our project and Happy Tree Friends, Worms and Finding Nemo.
We decided on colored lineart and a simple range of […]

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Program: Graphics

Pressure and responsibilities

Today was the deadline of the Alpha. The complete version of the minimum viable product was due today. It required our team to have completed and fulfilled each requirement that our teacher Marcus had set up for this day. Marcus had also decided that each of the 25 consisting groups in our program should present their Alpha to the rest of the students, a 10 minutes’ presentation involving 2 parts. First to discuss the concept, the positive and negative parts […]

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Pressure and responsibilities

Today was the deadline of the Alpha. The complete version of the minimum viable product was due today. It required our team to have completed and fulfilled each requirement that our teacher Marcus had set up for this day. Marcus had also decided that each of the 25 consisting groups in our program should present their Alpha to the rest of the students, a 10 minutes’ presentation involving 2 parts. First to discuss the concept, the positive and negative parts […]

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Game Design 2: Designing a treasure chest

Originally, we had planned to make a game which had the camera following the player vertically through the game level. Therefore, I decided to draw some decorative and possibly interactable objects for the game, which in this case was a treasure chest. A treasure chest is something that can be commonly found as a decorative object in fish tanks, which is where the game is played out in. In addition to the fact that I figured that it would fit […]

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Program: Graphics

Game Design 2: Designing a treasure chest

Originally, we had planned to make a game which had the camera following the player vertically through the game level. Therefore, I decided to draw some decorative and possibly interactable objects for the game, which in this case was a treasure chest. A treasure chest is something that can be commonly found as a decorative object in fish tanks, which is where the game is played out in. In addition to the fact that I figured that it would fit […]

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Program: Graphics

Planning fallacy

 

 
This post I will dedicate to the meeting where we discuss what we were going to focus on for the rest of the project. I will go through Daniel Kahneman concept of Planning Fallacy. Because of the knowledge of the Planning Fallacy we end up of not implementing anything new to the game even though we come far with the game we have. Instead we want to focus on the communicating and refining the component we have in our game […]

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Program: Programming

Planning fallacy

 

 
This post I will dedicate to the meeting where we discuss what we were going to focus on for the rest of the project. I will go through Daniel Kahneman concept of Planning Fallacy. Because of the knowledge of the Planning Fallacy we end up of not implementing anything new to the game even though we come far with the game we have. Instead we want to focus on the communicating and refining the component we have in our game […]

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Program: Programming

Blog 2: Character art and Animation process

This is a second blogpost on the game development for the 2D shooter Echo. In this blog I will more specifically describe the character creation and the animation process for the main mother moth.
I started off by looking up some images of moths and butterflies. The basic idea I had in mind was to create something aesthectically pleasing. I took inspiration from quite a few butterflies. So first I made a sktech of the moth by referencing real moths and […]

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Program: Graphics

Blog 2: Character art and Animation process

This is a second blogpost on the game development for the 2D shooter Echo. In this blog I will more specifically describe the character creation and the animation process for the main mother moth.
I started off by looking up some images of moths and butterflies. The basic idea I had in mind was to create something aesthectically pleasing. I took inspiration from quite a few butterflies. So first I made a sktech of the moth by referencing real moths and […]

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Program: Graphics

The Main Menu

Hidey-ho folks! I’m back again for the second week of the blog assignment.This week I chose to talk about the Main Menu. It’s actually something I did quite early in the project, but I was using placeholders until this week. The graphics are still not final but at the very least they represent our game much better.
What?
The Main Menu is the intro screen to the game, the first thing you see essentially. Here you can check the controls of the […]

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Program: Programming

The Main Menu

Hidey-ho folks! I’m back again for the second week of the blog assignment.This week I chose to talk about the Main Menu. It’s actually something I did quite early in the project, but I was using placeholders until this week. The graphics are still not final but at the very least they represent our game much better.
What?
The Main Menu is the intro screen to the game, the first thing you see essentially. Here you can check the controls of the […]

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Program: Programming