Daily Archives: February 22, 2017

Enemy Spawn Manager for Endless Game

Blog Post #3
The most important core in our game is definitely the enemy spawn manager. This system is very important because determines the game pace, the length and how much fun can generate. A lot of time is required when it comes to balance the game and is very important to have a flexible source where is possible to change settings quickly and easily. So that’s why this week I have been working on a script, able to facilitate the game designer […]

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Program: Programming

Enemy Spawn Manager for Endless Game

Blog Post #3
The most important core in our game is definitely the enemy spawn manager. This system is very important because determines the game pace, the length and how much fun can generate. A lot of time is required when it comes to balance the game and is very important to have a flexible source where is possible to change settings quickly and easily. So that’s why this week I have been working on a script, able to facilitate the game designer […]

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Program: Programming

Using Audio in Unity

I am the Lead Sound in my game design group, so I have done research on how to use Unity’s audio system, both through the editor and through code. I found it a bit tricky at first, so I’m hoping that this post might clear some things up and help someone else understand.
For my fellow students: if you find this helpful, make sure to show it to your own group’s Lead Sound! And if your team has any sound issues, write to me and […]

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Program: Programming

Using Audio in Unity

I am the Lead Sound in my game design group, so I have done research on how to use Unity’s audio system, both through the editor and through code. I found it a bit tricky at first, so I’m hoping that this post might clear some things up and help someone else understand.
For my fellow students: if you find this helpful, make sure to show it to your own group’s Lead Sound! And if your team has any sound issues, write to me and […]

/ Comments Off on Using Audio in Unity
Program: Programming

Creating feedback through particle effects & sound

This week I have been play testing and editing variables, finding sounds and created particle effects. In my previous posts, I’ve been talking about my work in a very abstract way and therefore I find it fitting to talk about the concrete work I’ve been doing this week. The particle effects.
We received around 40 reviews during our pre-alpha presentation and it quickly became obvious to us that our game was lacking feedback. I figured I wanted to improve this mainly […]

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Program: Game Design

Creating feedback through particle effects & sound

This week I have been play testing and editing variables, finding sounds and created particle effects. In my previous posts, I’ve been talking about my work in a very abstract way and therefore I find it fitting to talk about the concrete work I’ve been doing this week. The particle effects.
We received around 40 reviews during our pre-alpha presentation and it quickly became obvious to us that our game was lacking feedback. I figured I wanted to improve this mainly […]

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Program: Game Design

Absurdly Extravagant Level Design

Imagine if you will, a project manager that is not only a cunning and apt leader, but also a masterful level designer. Seems too good to be true? It is. I am neither. However, since our game designer so rudely disappeared in our moment of need, the team needed someone to  visualize the Echoes of the Abyss dream. Someone with years of experience designing board games. Someone that understood what the player wanted. Someone that could make Rukh great again.
I […]

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Absurdly Extravagant Level Design

Imagine if you will, a project manager that is not only a cunning and apt leader, but also a masterful level designer. Seems too good to be true? It is. I am neither. However, since our game designer so rudely disappeared in our moment of need, the team needed someone to  visualize the Echoes of the Abyss dream. Someone with years of experience designing board games. Someone that understood what the player wanted. Someone that could make Rukh great again.
I […]

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Assets & Scenes

During this week, I have been continuing with creating the graphics for my group’s game that we now call ‘’Betulla’’.
First of all, I want to say that I feel like this week has been way less productive to me, compared to all of the other previous weeks since I so far have been sick and have not spent much time at all with my group.
After finishing the background last week, I am now working on some smaller projects, like creating […]

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Program: Graphics

Assets & Scenes

During this week, I have been continuing with creating the graphics for my group’s game that we now call ‘’Betulla’’.
First of all, I want to say that I feel like this week has been way less productive to me, compared to all of the other previous weeks since I so far have been sick and have not spent much time at all with my group.
After finishing the background last week, I am now working on some smaller projects, like creating […]

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Program: Graphics

#3: Backlogs and the push/pull method.

When I started thinking about how my team could get the most out of our backlog I came to think about the problems surrounding how it is utilized. The traditional way is for the management to push items from the backlog. You can think of this like a manager holding “work” in his hands and giving it to a team member telling him to commit to creating this work item until the deadline.
The other way around is for the team […]

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#3: Backlogs and the push/pull method.

When I started thinking about how my team could get the most out of our backlog I came to think about the problems surrounding how it is utilized. The traditional way is for the management to push items from the backlog. You can think of this like a manager holding “work” in his hands and giving it to a team member telling him to commit to creating this work item until the deadline.
The other way around is for the team […]

/ Comments Off on #3: Backlogs and the push/pull method.