Monthly Archives: February 2017
Second post, fish game
Hi again. My name is Ludvig and I am the lead designer in team shadhavar. This time I will be talking about the powerups in our game, which in our case happen to be different types of weapons. I both coded and designed the weapon powerups for the game.
In an earlier week of the project I had asked the artists for some different types of weapons for the player. I also told them that it was important that the weapons […]
Second post, fish game
Hi again. My name is Ludvig and I am the lead designer in team shadhavar. This time I will be talking about the powerups in our game, which in our case happen to be different types of weapons. I both coded and designed the weapon powerups for the game.
In an earlier week of the project I had asked the artists for some different types of weapons for the player. I also told them that it was important that the weapons […]
Post α post – Change and Refine
Well then, that’s the alpha over.
Now what will we talk about today?
Mainly the second enemy (again). And the importance of feedback. As, this week was all about tweaking the enemy, refining the code it used, and improving upon what we had.
The alpha testing that was conducted on the Monday (13/2-17) this week gave some excellent feedback. Having a good balance of both direct and mixed reviews on different aspects of the game.
In my case, I was mainly interested in the […]
Post α post – Change and Refine
Well then, that’s the alpha over.
Now what will we talk about today?
Mainly the second enemy (again). And the importance of feedback. As, this week was all about tweaking the enemy, refining the code it used, and improving upon what we had.
The alpha testing that was conducted on the Monday (13/2-17) this week gave some excellent feedback. Having a good balance of both direct and mixed reviews on different aspects of the game.
In my case, I was mainly interested in the […]
Adding sounds – Week 2
Today was the Alpha presentation day! Excitement! We saw all the games that are currently in progress, and it was amazing how creative people can be, coming up with different interpretations on the same design document. It also felt good noticing that your feedback was taken into consideration, right after the testing day.
I will write today about the sound that I implemented in the game. I will continue this post by explaining why I chose those sounds and how I implemented […]
Adding sounds – Week 2
Today was the Alpha presentation day! Excitement! We saw all the games that are currently in progress, and it was amazing how creative people can be, coming up with different interpretations on the same design document. It also felt good noticing that your feedback was taken into consideration, right after the testing day.
I will write today about the sound that I implemented in the game. I will continue this post by explaining why I chose those sounds and how I implemented […]
Blog 2
This week I have worked with making something we in our group chose to call “health visual visual”. To be honest I don’t really remember why it got that name, but it is basically the HP of the player. Even though we have instant death when the player gets hit by a projectile, the player gets reborn (often because they want to use a powerup) and in order to balance it out we decided that you can’t be reborn too […]
Blog 2
This week I have worked with making something we in our group chose to call “health visual visual”. To be honest I don’t really remember why it got that name, but it is basically the HP of the player. Even though we have instant death when the player gets hit by a projectile, the player gets reborn (often because they want to use a powerup) and in order to balance it out we decided that you can’t be reborn too […]
First blog post on Draxl’s journey
Hello! I am Christofer Mattsson the lead coder in team Leviathan. Our prodject right now is under ten weeks make a game called draxl’s journey.
This is my first blog post on this project so I am going to explain what the game is and our goals with it.
Draxl’s is a casual space shooter where you play as a spaceship that explore the beautiful space. But other civilizations are scared of you, so when you get close to their planet they […]
First blog post on Draxl’s journey
Hello! I am Christofer Mattsson the lead coder in team Leviathan. Our prodject right now is under ten weeks make a game called draxl’s journey.
This is my first blog post on this project so I am going to explain what the game is and our goals with it.
Draxl’s is a casual space shooter where you play as a spaceship that explore the beautiful space. But other civilizations are scared of you, so when you get close to their planet they […]
Feedback, back to back.
Intro
Hello, this is going to be both a graphics and a coding post, sort of.
This week there wasn’t really a single asset that I wanted to talk about, but more of a theme. I spent most of this week implementing various types of effects to provide the player with feedback. Feedback is important for the game because it helps teach players game mechanics and reinforces them without the need for words, a tutorial or prolonged trial and error. I’ll talk about each […]
Feedback, back to back.
Intro
Hello, this is going to be both a graphics and a coding post, sort of.
This week there wasn’t really a single asset that I wanted to talk about, but more of a theme. I spent most of this week implementing various types of effects to provide the player with feedback. Feedback is important for the game because it helps teach players game mechanics and reinforces them without the need for words, a tutorial or prolonged trial and error. I’ll talk about each […]
Week 2 – Adding things in Unity!
Week 2 has come to an end.
Since I was asked to do a quick introduction by a comment past week I figured I’d start with one this week instead!
My name is Alexander Sjöberg and I am the Lead Artist on team Kraken. We are currently developing our game based on the concept Echoes. Echoes is a navigational based exploration game which takes place in a dark forest. The player takes on the role as a moth trying to navigate through […]
Week 2 – Adding things in Unity!
Week 2 has come to an end.
Since I was asked to do a quick introduction by a comment past week I figured I’d start with one this week instead!
My name is Alexander Sjöberg and I am the Lead Artist on team Kraken. We are currently developing our game based on the concept Echoes. Echoes is a navigational based exploration game which takes place in a dark forest. The player takes on the role as a moth trying to navigate through […]
Game design or Level design?
My main task this week has been to create levels/waves for our game Selfish. In larger companies this is specifically done by “level designers” and not the game designers. However, as we’re working in a smaller scale I decided that this task would fit me the best as I’m keeping the vision of the game and therefore I should be the one putting the Lego blocks together. I should however not be the one creating the actual Lego blocks.
There are […]
Game design or Level design?
My main task this week has been to create levels/waves for our game Selfish. In larger companies this is specifically done by “level designers” and not the game designers. However, as we’re working in a smaller scale I decided that this task would fit me the best as I’m keeping the vision of the game and therefore I should be the one putting the Lego blocks together. I should however not be the one creating the actual Lego blocks.
There are […]
Game Design 2 – State Manager
Code structure while working on our termination conditions using a state manager and a notification center.
Game Design 2 – State Manager
Code structure while working on our termination conditions using a state manager and a notification center.
Enemy Design
After a rough wake-up call last Thursday, we had to adapt our concept to meet basic expectations and criteria. For me, that meant that many of the assets I had made were going to be scrapped and had to be replaced by new ones. Our main character, the piñata, would only need minor changes. The most work was going to be put into the new enemies. Instead of random objects that people generally associate with Mexico, we would now have […]
Enemy Design
After a rough wake-up call last Thursday, we had to adapt our concept to meet basic expectations and criteria. For me, that meant that many of the assets I had made were going to be scrapped and had to be replaced by new ones. Our main character, the piñata, would only need minor changes. The most work was going to be put into the new enemies. Instead of random objects that people generally associate with Mexico, we would now have […]
BUGS, BUGS EVERYWHERE
After I reflected over my last post I realized that you would probably don’t know who i was if you read that post, so, let me introduce myself.
I am Philip, the lead designer for group Dragon, I worked on the concept document Samsara and is now working on creating a game out of the concept spirits of the shogun. I find that this concept is both interesting and challenging to work with. Due to the lack of depth form the […]
BUGS, BUGS EVERYWHERE
After I reflected over my last post I realized that you would probably don’t know who i was if you read that post, so, let me introduce myself.
I am Philip, the lead designer for group Dragon, I worked on the concept document Samsara and is now working on creating a game out of the concept spirits of the shogun. I find that this concept is both interesting and challenging to work with. Due to the lack of depth form the […]
Implemented a Level Handler
Implemented a LevelHandler
What?
The most recent implementation that I did was a so called “Level Handler” which is an object that you pull into a game scene, that lets you decide how this entire scene should behave during gameplay.
It has the possibility to easily manage the behavior of the entire level, changing spawn positions and change scenes and the different graphical user interfaces that we might need such during pause functions, cutscenes and so on.
It also keeps track of win and […]
Implemented a Level Handler
Implemented a LevelHandler
What?
The most recent implementation that I did was a so called “Level Handler” which is an object that you pull into a game scene, that lets you decide how this entire scene should behave during gameplay.
It has the possibility to easily manage the behavior of the entire level, changing spawn positions and change scenes and the different graphical user interfaces that we might need such during pause functions, cutscenes and so on.
It also keeps track of win and […]