Monthly Archives: February 2017

Post #2 – Swordfish

This week in graphics for my team’s game Selfish I decided to provide additional art for one of the enemies. Joel my team’s game designer had designed an enemy that would charge forward and follow the player. I sat down and brainstormed some ideas of various types of fishes that could fulfill this role. Without a doubt I thought of the swordfish, famous for its long sharp like beak for a mouth, the fish would portray perfectly the actions that […]

/ Comments Off on Post #2 – Swordfish
Program: Graphics

Post #2 – Swordfish

This week in graphics for my team’s game Selfish I decided to provide additional art for one of the enemies. Joel my team’s game designer had designed an enemy that would charge forward and follow the player. I sat down and brainstormed some ideas of various types of fishes that could fulfill this role. Without a doubt I thought of the swordfish, famous for its long sharp like beak for a mouth, the fish would portray perfectly the actions that […]

/ Comments Off on Post #2 – Swordfish
Program: Graphics

Enemy – Frog

After working on the hornet-like ”Hunter” enemy last week, I was tasked with designing another enemy. This time, it was a frog.
I have actually always liked frogs, so I had fun designing and drawing the asset.
Since we are going for quite a fantasy-like world, with a lot of non-realistic color schemes and patterns, I had basically free reign when deciding what it should look like.
Since our game is very dark, I wanted to make sure that the frog would easily […]

/ Comments Off on Enemy – Frog
Program: Graphics

Enemy – Frog

After working on the hornet-like ”Hunter” enemy last week, I was tasked with designing another enemy. This time, it was a frog.
I have actually always liked frogs, so I had fun designing and drawing the asset.
Since we are going for quite a fantasy-like world, with a lot of non-realistic color schemes and patterns, I had basically free reign when deciding what it should look like.
Since our game is very dark, I wanted to make sure that the frog would easily […]

/ Comments Off on Enemy – Frog
Program: Graphics

Our enemies

Hi, this is one my second blog post, the first one after the alpha presentation and playtesting. I’m gonna talk about one of our base mechanics, the enemies.
In the concept that we are currently working on (Burn witch burn) the main character gets chased by the “mob” an unkillable horde of angry farmers that hunts yo through out the first level. While trying to run away from this unkillable mob, the player will encounter other obstacles and enemies. This enemies […]

/ Comments Off on Our enemies
Program: Programming

Our enemies

Hi, this is one my second blog post, the first one after the alpha presentation and playtesting. I’m gonna talk about one of our base mechanics, the enemies.
In the concept that we are currently working on (Burn witch burn) the main character gets chased by the “mob” an unkillable horde of angry farmers that hunts yo through out the first level. While trying to run away from this unkillable mob, the player will encounter other obstacles and enemies. This enemies […]

/ Comments Off on Our enemies
Program: Programming

Figuring Out the Scope

Hello dear reader and welcome to my second blog post!
One of our main concerns when it comes to our project is figuring out the scope. We simply do not know how much time certain things will take to make and implement and we can therefore not plan very far ahead. We obviously try to do that anyways, but due to our inexperience in projects like these we tend to overestimate how many things we can actually put in the game.
This […]

/ Comments Off on Figuring Out the Scope

Figuring Out the Scope

Hello dear reader and welcome to my second blog post!
One of our main concerns when it comes to our project is figuring out the scope. We simply do not know how much time certain things will take to make and implement and we can therefore not plan very far ahead. We obviously try to do that anyways, but due to our inexperience in projects like these we tend to overestimate how many things we can actually put in the game.
This […]

/ Comments Off on Figuring Out the Scope

Week 4

 
This week has been somewhat of a turning point for my group since we feel like we actually have an idea of what the end goal of our game is, for the first time since the start of the project. The alfa prototype is done and now it is time to iterate further and polish everything to the nines! One of my tasks has been to create art for one of the enemies in the game, a mean worm. It […]

/ Comments Off on Week 4

Week 4

 
This week has been somewhat of a turning point for my group since we feel like we actually have an idea of what the end goal of our game is, for the first time since the start of the project. The alfa prototype is done and now it is time to iterate further and polish everything to the nines! One of my tasks has been to create art for one of the enemies in the game, a mean worm. It […]

/ Comments Off on Week 4

Navigating through the darkness

Our game is a very dark one, therefore its important that the player have some means of navigation. In the original concept document, the player was supposed to use some sort of coneshaped sonar fireing strait ahead, but I felt like that might not be engough, at least not for the more open world labyrinth we had in mind. Like for instant, an enemy could sneak up behind you and kill you without you knowing what hit you.
Instead me and […]

/ Comments Off on Navigating through the darkness
Program: Programming

Navigating through the darkness

Our game is a very dark one, therefore its important that the player have some means of navigation. In the original concept document, the player was supposed to use some sort of coneshaped sonar fireing strait ahead, but I felt like that might not be engough, at least not for the more open world labyrinth we had in mind. Like for instant, an enemy could sneak up behind you and kill you without you knowing what hit you.
Instead me and […]

/ Comments Off on Navigating through the darkness
Program: Programming

Visual Feedback

We are nearing the end of the fifth week of this project. This week we had our first playtesting session and the Alpha presentation. From the playtest we got a lot of useful tips and comments, but one thing that almost everyone commented on is the lack of feedback for the player, enemy and destructible objects taking damage. So I implemented the feedback before we had the Alpha presentation.
First I did a pretty simple feedback for the player taking damage. […]

/ Comments Off on Visual Feedback
Program: Programming

Visual Feedback

We are nearing the end of the fifth week of this project. This week we had our first playtesting session and the Alpha presentation. From the playtest we got a lot of useful tips and comments, but one thing that almost everyone commented on is the lack of feedback for the player, enemy and destructible objects taking damage. So I implemented the feedback before we had the Alpha presentation.
First I did a pretty simple feedback for the player taking damage. […]

/ Comments Off on Visual Feedback
Program: Programming

16/2 review

During this weeks production i have among other things begun the work process of creating decorative assets for our in game environment, specifically two rudimentary models of underwater plants to spice up the game’s visuals. As of the time of writing my team’s game only has a very rudimentary background which is little more than a few colors mixed together to create a temporary image to set the mood of the game rather than represent what will actually be there. […]

/ Comments Off on 16/2 review
Program: Graphics

16/2 review

During this weeks production i have among other things begun the work process of creating decorative assets for our in game environment, specifically two rudimentary models of underwater plants to spice up the game’s visuals. As of the time of writing my team’s game only has a very rudimentary background which is little more than a few colors mixed together to create a temporary image to set the mood of the game rather than represent what will actually be there. […]

/ Comments Off on 16/2 review
Program: Graphics

Testing the Teleport

Extending last week’s post, the teleport is being developed further in our 2D shoot ’em up game.
First, the implementation of the teleport was fixed. Unity’s rotation axes don’t use the Cartesian Axes reference point, but starts on the positive y axis instead. The teleport now uses basic trigonometry to calculate the radius from the player and confines it to the maximum radius, set in the inspector.
We had also begun playtesting the teleport. The lack of any indication of the maximum […]

/ Comments Off on Testing the Teleport
Program: Programming

Testing the Teleport

Extending last week’s post, the teleport is being developed further in our 2D shoot ’em up game.
First, the implementation of the teleport was fixed. Unity’s rotation axes don’t use the Cartesian Axes reference point, but starts on the positive y axis instead. The teleport now uses basic trigonometry to calculate the radius from the player and confines it to the maximum radius, set in the inspector.
We had also begun playtesting the teleport. The lack of any indication of the maximum […]

/ Comments Off on Testing the Teleport
Program: Programming

Visualizing player health without a HUD

In this weeks blog I would like to write about the task of trying to present the health of the players health without using a HUD.

Realize you don’t want a HUD
Brainstorm ideas on how to make something visible without it
???
Profit

The original plan for our project was to make a bullet hell-esque game. Because of this we felt that it would be necessary to show the amount of available lives  directly on the players avatar to not divert the players focus.
Since the […]

/ Comments Off on Visualizing player health without a HUD
Program: Programming

Visualizing player health without a HUD

In this weeks blog I would like to write about the task of trying to present the health of the players health without using a HUD.

Realize you don’t want a HUD
Brainstorm ideas on how to make something visible without it
???
Profit

The original plan for our project was to make a bullet hell-esque game. Because of this we felt that it would be necessary to show the amount of available lives  directly on the players avatar to not divert the players focus.
Since the […]

/ Comments Off on Visualizing player health without a HUD
Program: Programming

The Art Of Creating Satisfying Feedback!

At the start of the project we decide that one of are main focus was to create a satisfying game play when you use your weapons to shoot your enemies. To achieve this i started to dig in to the deeps of  the internet to later find anything that could help me to learn and understand the art of creating feedback. On my time digging something caught my eye. A video from the Nordic game confreres  2012 Juice it or lose […]

/ Comments Off on The Art Of Creating Satisfying Feedback!
Program: Programming

The Art Of Creating Satisfying Feedback!

At the start of the project we decide that one of are main focus was to create a satisfying game play when you use your weapons to shoot your enemies. To achieve this i started to dig in to the deeps of  the internet to later find anything that could help me to learn and understand the art of creating feedback. On my time digging something caught my eye. A video from the Nordic game confreres  2012 Juice it or lose […]

/ Comments Off on The Art Of Creating Satisfying Feedback!
Program: Programming

Week 2: The Basic Enemy

For one of our enemies we wanted to start with having a simple behavior that would only move in one direction. The enemy would be moving from right to left and be randomly spawned in on a vertical line slightly outside the main view of the game.
As this would mostly be for learning and having an enemy that wouldn’t do much more than moving straight we decided that having it spawn in endlessly would be a good first step.
The enemy […]

/ Comments Off on Week 2: The Basic Enemy
Program: Programming

Week 2: The Basic Enemy

For one of our enemies we wanted to start with having a simple behavior that would only move in one direction. The enemy would be moving from right to left and be randomly spawned in on a vertical line slightly outside the main view of the game.
As this would mostly be for learning and having an enemy that wouldn’t do much more than moving straight we decided that having it spawn in endlessly would be a good first step.
The enemy […]

/ Comments Off on Week 2: The Basic Enemy
Program: Programming