Daily Archives: February 23, 2017
GUI – Menu Design
GUI. Usually enunciated as ‘gooey’ and stands for Graphical User Interface. But enough of the technical talk, let’s get down to business!
The week’s tasks were to begin creating parts of the GUI for our game project. There was recently a group play-testing event and for this event we had basically implemented place holders for our menu for the player to actually be able to play, restart and quit the game. They looked terrible, but hey, that’s what place holders are […]
GUI – Menu Design
GUI. Usually enunciated as ‘gooey’ and stands for Graphical User Interface. But enough of the technical talk, let’s get down to business!
The week’s tasks were to begin creating parts of the GUI for our game project. There was recently a group play-testing event and for this event we had basically implemented place holders for our menu for the player to actually be able to play, restart and quit the game. They looked terrible, but hey, that’s what place holders are […]
Getting a child’s attention
We have basic behavior for the children in our game, as you can see in my blog post “Making a child behave”, but I want to reach further into the depths of a child’s mind and implement attention. The children can currently be idle, lost or follow you blindly, but what if there is a pretty shining light nearby? Shouldn’t that distract them? What if there is an enemy chasing them? Should their focus not be on getting away?
I am […]
Getting a child’s attention
We have basic behavior for the children in our game, as you can see in my blog post “Making a child behave”, but I want to reach further into the depths of a child’s mind and implement attention. The children can currently be idle, lost or follow you blindly, but what if there is a pretty shining light nearby? Shouldn’t that distract them? What if there is an enemy chasing them? Should their focus not be on getting away?
I am […]
Playtesting
Hello reader and welcome to my third blog post!
This week my main focus has been on playtesting our game since the tasks that need to be done now are very programming or graphics oriented, something I am quite useless in. So I have sepnt a few hours playing the game and giving feedback to the programmers on how everything feels so that the game that we bring to the ”official” playtesting on monday is better than the one that we […]
Playtesting
Hello reader and welcome to my third blog post!
This week my main focus has been on playtesting our game since the tasks that need to be done now are very programming or graphics oriented, something I am quite useless in. So I have sepnt a few hours playing the game and giving feedback to the programmers on how everything feels so that the game that we bring to the ”official” playtesting on monday is better than the one that we […]
Stuff, mostly background-related, very interesting
I’ll say it right away, as it is: I don’t really (want to) have a clear structure or overarching topic or theme for this week’s post, it is more of a recounting of what happened the week after what happened in last week’s post…
After having done the animations of my farmers and other enemies for “Burn Witch Burn” (for more information on that, see last week’s blog post), I went back to the sprite for the player character – Izalith, […]
Stuff, mostly background-related, very interesting
I’ll say it right away, as it is: I don’t really (want to) have a clear structure or overarching topic or theme for this week’s post, it is more of a recounting of what happened the week after what happened in last week’s post…
After having done the animations of my farmers and other enemies for “Burn Witch Burn” (for more information on that, see last week’s blog post), I went back to the sprite for the player character – Izalith, […]
Week 3 -Designing a death screen
Hello world ! In this new post I am going to talk about the death screen I made for our Game selfish.
So, I was asked to draw a death screen to implement in our game. The screen is going to appear every time the main character dies and will be a transition between the actual time the player looses and starts again. Thus when I started making the screen, I wanted to put a game over and a continue with […]
Week 3 -Designing a death screen
Hello world ! In this new post I am going to talk about the death screen I made for our Game selfish.
So, I was asked to draw a death screen to implement in our game. The screen is going to appear every time the main character dies and will be a transition between the actual time the player looses and starts again. Thus when I started making the screen, I wanted to put a game over and a continue with […]
Sprites, clip dolls and bone-binding
This week has been a sort of continuation of last week, the concepts have been serving excellently to translate the concept into actual sprites.
But there was some changes that was needed to be done to the sprites to make them fit the game better.
For example, the character named Squirt needed some reworking in his positioning, he was to big and needed to be more compact since he’s spinning and shooting at the same time. So if he was too big […]
Sprites, clip dolls and bone-binding
This week has been a sort of continuation of last week, the concepts have been serving excellently to translate the concept into actual sprites.
But there was some changes that was needed to be done to the sprites to make them fit the game better.
For example, the character named Squirt needed some reworking in his positioning, he was to big and needed to be more compact since he’s spinning and shooting at the same time. So if he was too big […]
Sound Implementation
New Post Today
Hello for the third time everyone (unless I am counting wrong in which case I do not apologize.). This week I have mostly been working on implementing the sound into the game and doing some preparations for the Beta presentation.
While I found the sound last week I still needed to implement it into the game which was more difficult than I had expected. To start my work I first started watching tutorials on the Unity website to start […]
Sound Implementation
New Post Today
Hello for the third time everyone (unless I am counting wrong in which case I do not apologize.). This week I have mostly been working on implementing the sound into the game and doing some preparations for the Beta presentation.
While I found the sound last week I still needed to implement it into the game which was more difficult than I had expected. To start my work I first started watching tutorials on the Unity website to start […]
Becoming the “gitHub master”
Right then. Third post, let’s do it. This week I’m doing to be talking about gitHub, and all the headaches and sleepless nights it has caused me.
What?
GitHub is a form of “version control”. Version control is basically the management of different collections of information. It’s very common and incredibly useful in programming in particular, but it can also be used for documents for example. It’s pretty much essential for projects that have multiple people working on them. The idea is […]
Becoming the “gitHub master”
Right then. Third post, let’s do it. This week I’m doing to be talking about gitHub, and all the headaches and sleepless nights it has caused me.
What?
GitHub is a form of “version control”. Version control is basically the management of different collections of information. It’s very common and incredibly useful in programming in particular, but it can also be used for documents for example. It’s pretty much essential for projects that have multiple people working on them. The idea is […]
Blog 3 – Week 8
The Old Spawner
The reason why this blog post is called old spawner is because, since my original design of the spawner, it has been modified and changed to better suit our game and be simpler for the game designer to use. This script was a completely new topic that I have never worked on or attempted before so working on it was pretty difficult.With a bullet hell it is usually good to have waves spawn as to control the flow […]
Blog 3 – Week 8
The Old Spawner
The reason why this blog post is called old spawner is because, since my original design of the spawner, it has been modified and changed to better suit our game and be simpler for the game designer to use. This script was a completely new topic that I have never worked on or attempted before so working on it was pretty difficult.With a bullet hell it is usually good to have waves spawn as to control the flow […]
Week 5
Compilation of playtest reviews
Last week we had a playtesting session where all the groups had the opportunity to get the opinions of other students about their games. My group and I had prepared a short survey for the play testers to fill in, and this week I did a compilation of the answers to give us an overview of what we have done good and what we must improve. By doing this I hope it will be easier for us […]
Week 5
Compilation of playtest reviews
Last week we had a playtesting session where all the groups had the opportunity to get the opinions of other students about their games. My group and I had prepared a short survey for the play testers to fill in, and this week I did a compilation of the answers to give us an overview of what we have done good and what we must improve. By doing this I hope it will be easier for us […]
Bubble Gun Design
What
Designing power-ups and pick-ups is one of my tasks in the project process. We needed a pick-up for the pre-alpha, and there it was; a bubble gun for a 7 year old boy stuck in his nightmare and fighting his fears about school. It’s a gun that shoots lots of bubbles, and once a bubble hits an enemy, it becomes big enough to capture them inside and poison them until they gradually lose health points and die.
How
I started to search […]
Bubble Gun Design
What
Designing power-ups and pick-ups is one of my tasks in the project process. We needed a pick-up for the pre-alpha, and there it was; a bubble gun for a 7 year old boy stuck in his nightmare and fighting his fears about school. It’s a gun that shoots lots of bubbles, and once a bubble hits an enemy, it becomes big enough to capture them inside and poison them until they gradually lose health points and die.
How
I started to search […]
The need for structure
The group dynamic in Team Valravn is rather complicated. While we, on paper, have all the “expertise areas” covered, we are not able to utilize our roles very well. One core issue I feel is that our project manager have not had much time to dedicate to the group. We did not think that it would be an issue, but I think that the lack of proper management staff has become a real issue now. The group is most of the […]
The need for structure
The group dynamic in Team Valravn is rather complicated. While we, on paper, have all the “expertise areas” covered, we are not able to utilize our roles very well. One core issue I feel is that our project manager have not had much time to dedicate to the group. We did not think that it would be an issue, but I think that the lack of proper management staff has become a real issue now. The group is most of the […]