Monthly Archives: February 2017
Blog Number 2
Earlier in the week I went looking for sound online. I found a site with some license free music, however it gave individuals the option of purchasing tracks. I attempted to read the terms of use, as they had something about student use, but because I could not properly understand the text. I plan to go back to the Terms of Use on the page to see if they give students some sort of slack, however I doubt it. I […]
Blog Number 2
Earlier in the week I went looking for sound online. I found a site with some license free music, however it gave individuals the option of purchasing tracks. I attempted to read the terms of use, as they had something about student use, but because I could not properly understand the text. I plan to go back to the Terms of Use on the page to see if they give students some sort of slack, however I doubt it. I […]
Game Production Diary 2
This week all the groups presented their alpha builds. It was an exhausting experience to sit through around 20 presentations. But, thankfully, I didn’t leave that torture chamber without some insight about our own game.
in Game Design, you are always warned about how you will probably never get to build your own concept. But when a concept isn’t perfect, it allows you to pull at one loose string and unravel the whole thing into a lose pile of idea. You […]
Game Production Diary 2
This week all the groups presented their alpha builds. It was an exhausting experience to sit through around 20 presentations. But, thankfully, I didn’t leave that torture chamber without some insight about our own game.
in Game Design, you are always warned about how you will probably never get to build your own concept. But when a concept isn’t perfect, it allows you to pull at one loose string and unravel the whole thing into a lose pile of idea. You […]
Improving with scrum
I feel like I have more control over the scrum schedule and the whole product backlog and sprint plan now. I have learned how to use the program and how it works, how to think when writing things down. At the start when I created an example schedule only to show our scrum master it lacked alot of things. It contained maybe 10 tasks and I thought that was enough, as I had never seen a game scrum document before. […]
Improving with scrum
I feel like I have more control over the scrum schedule and the whole product backlog and sprint plan now. I have learned how to use the program and how it works, how to think when writing things down. At the start when I created an example schedule only to show our scrum master it lacked alot of things. It contained maybe 10 tasks and I thought that was enough, as I had never seen a game scrum document before. […]
Power overwhelming
This week we did some major playtesting and got some feedback on the game. Apparently the floaty movement was the feature the majority of people who played our game had a problem with. Some people got understandably annoyed at not being able to shoot in any direction. After this feedback it was clear that we needed to make some changes to the game. We still wanted to keep the floaty movement, since it really captured the way we felt that […]
Power overwhelming
This week we did some major playtesting and got some feedback on the game. Apparently the floaty movement was the feature the majority of people who played our game had a problem with. Some people got understandably annoyed at not being able to shoot in any direction. After this feedback it was clear that we needed to make some changes to the game. We still wanted to keep the floaty movement, since it really captured the way we felt that […]
Teleportation
This week we worked a lot on polishing the things we already had implemented for our alpha presentation. That means I have not really worked a lot on a singular artefact but tweaked and improved upon things that we had done.
During the playtest session that we had earlier during the week we got some feedback on the teleportation. In the version that everyone tested the teleport had almost no cooldown and could be spammed to avoid all obstacles which removed […]
Teleportation
This week we worked a lot on polishing the things we already had implemented for our alpha presentation. That means I have not really worked a lot on a singular artefact but tweaked and improved upon things that we had done.
During the playtest session that we had earlier during the week we got some feedback on the teleportation. In the version that everyone tested the teleport had almost no cooldown and could be spammed to avoid all obstacles which removed […]
Animations – The Farmer.
With the game design getting into full swing it was time to get into the core game play of the game. We’d previously received a concept that we’ve been studying over this last week and come up with our own ideas to suit our visions. A glorious road ahead of us filled with Knights, Assassins, Kings and FIRE! But… I had to start somewhere with the enemy animations right? There’s no better place to start than at the bottom, with the […]
Animations – The Farmer.
With the game design getting into full swing it was time to get into the core game play of the game. We’d previously received a concept that we’ve been studying over this last week and come up with our own ideas to suit our visions. A glorious road ahead of us filled with Knights, Assassins, Kings and FIRE! But… I had to start somewhere with the enemy animations right? There’s no better place to start than at the bottom, with the […]
Death, not that harsh right?
Talking about death is never fun in real life, but is often brought up in games as a thing to make the player not wanting to lose.That will say you must create a losing condition to make it more exciting. For a game to have a losing condition you need to … – Läs hela inlägget här
Death, not that harsh right?
Talking about death is never fun in real life, but is often brought up in games as a thing to make the player not wanting to lose.That will say you must create a losing condition to make it more exciting. For a game to have a losing condition you need to … – Läs hela inlägget här
Bubble Gun!
BlogPost #2
What
This week I have been working on the bubble gun that is a very important asset in our game. This bubble gun is represented as a pick-up that is spawn when an enemy dies. It is able to shoot poisoned bubbles to damage the enemies and follow the rotation of the mouse around the screen. Furthermore, it can shoot with a “cone” pattern in order to give more visual reality.
I actually started working on this bubble gun a week before. The goal […]
Bubble Gun!
BlogPost #2
What
This week I have been working on the bubble gun that is a very important asset in our game. This bubble gun is represented as a pick-up that is spawn when an enemy dies. It is able to shoot poisoned bubbles to damage the enemies and follow the rotation of the mouse around the screen. Furthermore, it can shoot with a “cone” pattern in order to give more visual reality.
I actually started working on this bubble gun a week before. The goal […]
Sound Design
Hello once again my readers.
For this post I will talk about sound design and finding it.
When I first started on the sound I had a big problem finding a site where I could find copyright free sound for the weapons or ambient noise in the game. I tried searching for different sites, but a member of my game design team sent me a link to a website called freesound.org which contains many different sounds completely free.
The biggest problem however except […]
Sound Design
Hello once again my readers.
For this post I will talk about sound design and finding it.
When I first started on the sound I had a big problem finding a site where I could find copyright free sound for the weapons or ambient noise in the game. I tried searching for different sites, but a member of my game design team sent me a link to a website called freesound.org which contains many different sounds completely free.
The biggest problem however except […]
Squid
This week I’ll discuss one of our enemies and why we thought it was necessary to implement it.
We already had 3 different kinds of enemies and all of them had their own attack, but we felt that the game lacked an enemy that shot a projectile of some sort.
We agreed upon a squid that shoots out ink once it has reached a hitbox around Stephen the fish. The squid will not try to target Stephen specifically but will attack once […]
Squid
This week I’ll discuss one of our enemies and why we thought it was necessary to implement it.
We already had 3 different kinds of enemies and all of them had their own attack, but we felt that the game lacked an enemy that shot a projectile of some sort.
We agreed upon a squid that shoots out ink once it has reached a hitbox around Stephen the fish. The squid will not try to target Stephen specifically but will attack once […]
Play testing 1
What
This Monday my group and I had the chance to present our game during the play testing, which gave us the opportunity to receive very valuable feedback on our game. The version of the game that we presented was a kind of pre-alpha edition, we still had to change all the placeholders within the game and add the sounds, as well as tweaking some things that we knew were necessary for the game to be fun (e.g. enemy projectiles).
How
During the […]
Play testing 1
What
This Monday my group and I had the chance to present our game during the play testing, which gave us the opportunity to receive very valuable feedback on our game. The version of the game that we presented was a kind of pre-alpha edition, we still had to change all the placeholders within the game and add the sounds, as well as tweaking some things that we knew were necessary for the game to be fun (e.g. enemy projectiles).
How
During the […]