Daily Archives: February 23, 2017
Game Design 2: Bubble Sprite
Two weeks ago, I worked on creating a bubble sprite to be able to create a particle trail in Unity. Which makes it so that our protagonist Stephen leaves a trail of bubbles after him as he moves around inside of the screen, to give more of a life feel to the tank. Like with most things on working with this project, I had no previous experience in making a bubble sprite, or even drawing a bubble. Which led me […]
Game Design 2: Bubble Sprite
Two weeks ago, I worked on creating a bubble sprite to be able to create a particle trail in Unity. Which makes it so that our protagonist Stephen leaves a trail of bubbles after him as he moves around inside of the screen, to give more of a life feel to the tank. Like with most things on working with this project, I had no previous experience in making a bubble sprite, or even drawing a bubble. Which led me […]
Animating the archer
My by far biggest artefact for this week has been to create and animate the archer sprite for our game. The archer is a static enemy that shoots ranged projectiles at the player, so I was spared from animating a walk cycle. On the other hand, I have clearly underestimated how to animate from a top-down perspective. Making animations loop nicely, on top of that, also proved to be difficult even though it is an issue I have faced before.
For […]
Animating the archer
My by far biggest artefact for this week has been to create and animate the archer sprite for our game. The archer is a static enemy that shoots ranged projectiles at the player, so I was spared from animating a walk cycle. On the other hand, I have clearly underestimated how to animate from a top-down perspective. Making animations loop nicely, on top of that, also proved to be difficult even though it is an issue I have faced before.
For […]
Options menu and the troubles following it.
In my last blogpost I talked, briefly, about how i was making the main menu. Since then i’ve put my focus on doing an options menu with proper settings like, resolutions and volume control.In the beginning i checked out tutorials for how to make option menus and how to implement different options for the entire game and not just one scene.
I started in a simple manner with implementing the fullscreen wich was suprisingly simple. […]
Options menu and the troubles following it.
In my last blogpost I talked, briefly, about how i was making the main menu. Since then i’ve put my focus on doing an options menu with proper settings like, resolutions and volume control.In the beginning i checked out tutorials for how to make option menus and how to implement different options for the entire game and not just one scene.
I started in a simple manner with implementing the fullscreen wich was suprisingly simple. […]
Preparing for game testing and making a Survey
So the beta deadline is coming up and we have a playtest session before that. To get the most out of the playtest you must have a thought behind what you want the testers to test. To get the most value we have prepared a survey that the play tester can do after he /she played our game. Making surveys is a balancing act between not being too long so the tester doesn’t care at the end and just want […]
Preparing for game testing and making a Survey
So the beta deadline is coming up and we have a playtest session before that. To get the most out of the playtest you must have a thought behind what you want the testers to test. To get the most value we have prepared a survey that the play tester can do after he /she played our game. Making surveys is a balancing act between not being too long so the tester doesn’t care at the end and just want […]
A blog: Part 3 – Revenge of the Blog
5SD064
So what have i been up to this week? Well, this monday team Dragon had a bit of a reality check meeting regarding how many characters we could realistically be done with for the beta. During this discussion a few points were made that shaped my work for this week, among which was a decision to unify the human enemy’s more instead of having a samurai and a line infantry soldier. Initially there was a bit of a communication error […]
A blog: Part 3 – Revenge of the Blog
5SD064
So what have i been up to this week? Well, this monday team Dragon had a bit of a reality check meeting regarding how many characters we could realistically be done with for the beta. During this discussion a few points were made that shaped my work for this week, among which was a decision to unify the human enemy’s more instead of having a samurai and a line infantry soldier. Initially there was a bit of a communication error […]
Back to the backlog
After finishing the Alpha and receiving a pass on all the requirements for our game, we have now headed back into game production development to make sure we pass the Beta requirements. The beta is our next production milestone which means that the game should have all playable features completed.
As we have recently started to work again we noticed quickly that our Sprint plans have started slowly but surely started to deviate from the product backlog. The backlog has not […]
Back to the backlog
After finishing the Alpha and receiving a pass on all the requirements for our game, we have now headed back into game production development to make sure we pass the Beta requirements. The beta is our next production milestone which means that the game should have all playable features completed.
As we have recently started to work again we noticed quickly that our Sprint plans have started slowly but surely started to deviate from the product backlog. The backlog has not […]
Underwater weeds
As our game “Selfish” is set in a fish tank, we need to have an environment that somewhat mimics this fact. This means creating assets that would act as decorations. Plants are a common thing you would find in a fish tank either real or plastic.
After some quick Google searches I picked a tall, leafy type of plant to start with and began to create it in Photoshop. After drawing the spine I added leaves and turned it into a […]
Underwater weeds
As our game “Selfish” is set in a fish tank, we need to have an environment that somewhat mimics this fact. This means creating assets that would act as decorations. Plants are a common thing you would find in a fish tank either real or plastic.
After some quick Google searches I picked a tall, leafy type of plant to start with and began to create it in Photoshop. After drawing the spine I added leaves and turned it into a […]
Waves of the oceans of enemies
As of this week the team faced the challenge of trying to prioritize the different parts of the game that we hadn’t finished. One of these was the system that we are going to use for the spawning of enemies, the way it’s intended to work is that the players runs along a country road and when he encounters enemies, the road stops and set amount of enemy’s spawns. These must be killed before you can progress further in the […]
Waves of the oceans of enemies
As of this week the team faced the challenge of trying to prioritize the different parts of the game that we hadn’t finished. One of these was the system that we are going to use for the spawning of enemies, the way it’s intended to work is that the players runs along a country road and when he encounters enemies, the road stops and set amount of enemy’s spawns. These must be killed before you can progress further in the […]
Implemented a shooting enemy
Image: 4 different directions for the enemy that would correspond to the angle of where it is looking in a pivoted angle.
What?
I got the assignment of creating an enemy for the game that would have a quite simple behavior of shooting the player.
This enemy would have a minimum range from where to shoot from, meaning that if it was too far away from the player, it would just walk towards the player until it was close enough and start shooting […]
Implemented a shooting enemy
Image: 4 different directions for the enemy that would correspond to the angle of where it is looking in a pivoted angle.
What?
I got the assignment of creating an enemy for the game that would have a quite simple behavior of shooting the player.
This enemy would have a minimum range from where to shoot from, meaning that if it was too far away from the player, it would just walk towards the player until it was close enough and start shooting […]
CoC Development Diary #3
Hello there.
Welcome to another CoC dev blog.
After a couple weeks of doodling around we finally have a somewhat playable game. My main focus for this week? Sound, Sound, Sound. Plus a little bit of scripting for the boss behavior. So before this week we had exact three sound effects and, although they all work as intended, I still feel that they are a bit lackluster.
The first sound I implemented last week was the sound for player’s projectiles. It kinda sounds […]
CoC Development Diary #3
Hello there.
Welcome to another CoC dev blog.
After a couple weeks of doodling around we finally have a somewhat playable game. My main focus for this week? Sound, Sound, Sound. Plus a little bit of scripting for the boss behavior. So before this week we had exact three sound effects and, although they all work as intended, I still feel that they are a bit lackluster.
The first sound I implemented last week was the sound for player’s projectiles. It kinda sounds […]
Game Design 2 – Movement Patterns
Movement patterns for enemies in our game.