Daily Archives: February 23, 2017
Blog Post #3 – The importance of team building
Hello and welcome to this weeks Blog post! After having presented the Alpha version of our game, which now got renamed to Burning Hunt, my team and I are now focusing on adding the remaining artefacts. Those have to be implemented until the 5th of March for the Beta presentation. Since there is not a lot of time remaining, it can happen quite easily for members, in pretty much any team, to get stressed out. This not only results in the project […]
Blog Post #3 – The importance of team building
Hello and welcome to this weeks Blog post! After having presented the Alpha version of our game, which now got renamed to Burning Hunt, my team and I are now focusing on adding the remaining artefacts. Those have to be implemented until the 5th of March for the Beta presentation. Since there is not a lot of time remaining, it can happen quite easily for members, in pretty much any team, to get stressed out. This not only results in the project […]
Alpha Presentation
Last week, on Thursday the 16th, my group and I completed one of our main milestones: the alpha presentation. The goal was to present everything we came up with until that point in our game and receive feedback and tips both from the teachers and the other students.
At the same time, we were required to answer a few questions, such as:
The concept we decided to go for and why we chose it
How we interpret the concept
Things that we were either […]
Alpha Presentation
Last week, on Thursday the 16th, my group and I completed one of our main milestones: the alpha presentation. The goal was to present everything we came up with until that point in our game and receive feedback and tips both from the teachers and the other students.
At the same time, we were required to answer a few questions, such as:
The concept we decided to go for and why we chose it
How we interpret the concept
Things that we were either […]
Finalizing the weapons
Continuing off of last week’s post, I’m going to talk about the various changes and additions I’ve made to the weapon system and how I’ve just about finalized it.
ANIMATION
This week my artists sketched up the final weapon that was implemented into the game and also added animations for all the guns. Adding them to the weapons themselves was fairly easy. I coded in the base weapon that whenever the player fires a shot, it would trigger an animation event on […]
Finalizing the weapons
Continuing off of last week’s post, I’m going to talk about the various changes and additions I’ve made to the weapon system and how I’ve just about finalized it.
ANIMATION
This week my artists sketched up the final weapon that was implemented into the game and also added animations for all the guns. Adding them to the weapons themselves was fairly easy. I coded in the base weapon that whenever the player fires a shot, it would trigger an animation event on […]
Preparing to Play
On Monday the 27th if February, 2017, we are provided a second chance for other game design students to try our game and give feedback. The last play-testing session was not prepared accordingly and this time I wish to improve. We did however gather a lot of valuable and constructive feedback which the group tried to remedy. I wish to gather data from the play-testing on how we succeeded in that and on possible new flaws.
The first thing that was […]
Preparing to Play
On Monday the 27th if February, 2017, we are provided a second chance for other game design students to try our game and give feedback. The last play-testing session was not prepared accordingly and this time I wish to improve. We did however gather a lot of valuable and constructive feedback which the group tried to remedy. I wish to gather data from the play-testing on how we succeeded in that and on possible new flaws.
The first thing that was […]
More enemies
As we move into production the focus turns to producing a bunch of fish. This week I implemented the behavior for these baddies:
Cute couple. (The head on the top is the male).
A sleep deprived moray eel. Finalized art.
Anglerfish
We wanted the anglerfish to feel creepy. When she notices the player (or another fish) she will stalk them by keeping herself within a set distance.
The concept for the stalking behavior.
She doesn’t actively try to attack the player, just stays in close proximity. […]
More enemies
As we move into production the focus turns to producing a bunch of fish. This week I implemented the behavior for these baddies:
Cute couple. (The head on the top is the male).
A sleep deprived moray eel. Finalized art.
Anglerfish
We wanted the anglerfish to feel creepy. When she notices the player (or another fish) she will stalk them by keeping herself within a set distance.
The concept for the stalking behavior.
She doesn’t actively try to attack the player, just stays in close proximity. […]
Animations, animations, animations…Pipeline!
This week in the fishbowl
This week me and the other graphical artist has been focusing on making and implementing additional animations in our fish massacre screenshake fest.
Unlike my earlier post I’ll showcase the pipeline from sketch to inside Unity!
Its pouty lips and orange color gives it a unique sillhuette and appearance from the other enemies in the game, and this is one to be wary of since the blowfish explodes in a mirrage of spikes and death(spikes later to be […]
Animations, animations, animations…Pipeline!
This week in the fishbowl
This week me and the other graphical artist has been focusing on making and implementing additional animations in our fish massacre screenshake fest.
Unlike my earlier post I’ll showcase the pipeline from sketch to inside Unity!
Its pouty lips and orange color gives it a unique sillhuette and appearance from the other enemies in the game, and this is one to be wary of since the blowfish explodes in a mirrage of spikes and death(spikes later to be […]
Game Production Diary 3
For more information on my game, please visit my first diary post, where I describe in more details the game we are working on.
For this week’s blog post I would like to discuss the incorporation of the same visual element in different places to intensify the aesthetic side of the game.
So, according to the narrative that we try to create, energy is everything in our game world. All living creatures consist of the same energy: the trees, the avatar, the […]
Game Production Diary 3
For more information on my game, please visit my first diary post, where I describe in more details the game we are working on.
For this week’s blog post I would like to discuss the incorporation of the same visual element in different places to intensify the aesthetic side of the game.
So, according to the narrative that we try to create, energy is everything in our game world. All living creatures consist of the same energy: the trees, the avatar, the […]
Spawning enemies every once in a while
This weeks asset is a script used to spawn enemies in different waves. This script was written in order to allow a continuous stream of enemies to reach the player, whilst also allowing for different combinations of challenges throughout the game.
The way the script is currently set up allows the user to create a set amount of waves, with each wave containing their own variables.
The variables that each wave hold are as follow:
What enemies that should be allowed to spawn […]
Spawning enemies every once in a while
This weeks asset is a script used to spawn enemies in different waves. This script was written in order to allow a continuous stream of enemies to reach the player, whilst also allowing for different combinations of challenges throughout the game.
The way the script is currently set up allows the user to create a set amount of waves, with each wave containing their own variables.
The variables that each wave hold are as follow:
What enemies that should be allowed to spawn […]
Designing enemies for Selfish
One of the tasks that I have been doing is designing the enemies for our game.
It was kind of a joint process with making the main character. I started with sketching a lot of different fishes and asked the group for what they were looking for, which sketches they liked the most and what about it that they liked. These are the sketches that were later deemed too bland for the main character, but we got a bunch of aspects […]
Designing enemies for Selfish
One of the tasks that I have been doing is designing the enemies for our game.
It was kind of a joint process with making the main character. I started with sketching a lot of different fishes and asked the group for what they were looking for, which sketches they liked the most and what about it that they liked. These are the sketches that were later deemed too bland for the main character, but we got a bunch of aspects […]
I believe an introduction is in order…
Intro
Hello again!
This post is probably going to be long, and will mostly focus on assembling stuff in unity and coding, although there is some graphics stuff and animating sprinkled in.
This week I’ve been working on the player’s introduction to the game, starting from redesigning the main menu, making the tutorial, and then transitioning into normal gameplay.
For a while now, I’ve been wanting to have a small tutorial for the game that tells the player that they can use the right […]
I believe an introduction is in order…
Intro
Hello again!
This post is probably going to be long, and will mostly focus on assembling stuff in unity and coding, although there is some graphics stuff and animating sprinkled in.
This week I’ve been working on the player’s introduction to the game, starting from redesigning the main menu, making the tutorial, and then transitioning into normal gameplay.
For a while now, I’ve been wanting to have a small tutorial for the game that tells the player that they can use the right […]
Week 3 – Second Enemy
For this week I’ll be talking about how I did the second enemy and how I got it to work like I wanted despite some initial problems.
The Functioning Enemy.
For our game we needed more enemies and I thought about an enemy that would constantly chase the player until it would kill us or get shot by us. To do this I had to read up on different functions that would be able to do it.
Since I knew that the […]
Week 3 – Second Enemy
For this week I’ll be talking about how I did the second enemy and how I got it to work like I wanted despite some initial problems.
The Functioning Enemy.
For our game we needed more enemies and I thought about an enemy that would constantly chase the player until it would kill us or get shot by us. To do this I had to read up on different functions that would be able to do it.
Since I knew that the […]
A tank for the job of a bike (AKA what not to do when coding)
This post is about a spawn algorithm for the light berries in the game. But, in this post, I will be focusing on the things I did wrong, things that should NOT be done. I will mention why I did it, why I shouldn’t have, and what I could have done.
What happened with this algorithm is similar to this: to do the job of a bike, I tried to build a tank. And to build a tank, I started by […]
A tank for the job of a bike (AKA what not to do when coding)
This post is about a spawn algorithm for the light berries in the game. But, in this post, I will be focusing on the things I did wrong, things that should NOT be done. I will mention why I did it, why I shouldn’t have, and what I could have done.
What happened with this algorithm is similar to this: to do the job of a bike, I tried to build a tank. And to build a tank, I started by […]