Monthly Archives: February 2017
Sprint and sprint planning
Sprint and sprint planning
What / Last time I talked about the scrum. Today, I would like to talk more in depth about the sprint, the planning of it and the review.
As scrum is an agile method with iteration, sprint is the minor aspect in the scrum. To easily define, scrum is the big chunk and sprint is small slices. For example, if scrum has big backlogs such as main character, in the sprint it would be specified as […]
Sprint and sprint planning
Sprint and sprint planning
What / Last time I talked about the scrum. Today, I would like to talk more in depth about the sprint, the planning of it and the review.
As scrum is an agile method with iteration, sprint is the minor aspect in the scrum. To easily define, scrum is the big chunk and sprint is small slices. For example, if scrum has big backlogs such as main character, in the sprint it would be specified as […]
Blog post Game Enemy Spawner, and Cover Art 5SD064
After last weeks aggravating assignment of working on animations. I decided to give myself a bit of a break (My Production Manager wanted a title cover for the Presentation). I didn’t complain it was a break from animation. It was a nice change of pace.
Title Cover for Game
When it came to the design of the Cover title page, I took my inspiration from the GTA V Title Cover. The concept of our game is based on playing on two screens, […]
Blog post Game Enemy Spawner, and Cover Art 5SD064
After last weeks aggravating assignment of working on animations. I decided to give myself a bit of a break (My Production Manager wanted a title cover for the Presentation). I didn’t complain it was a break from animation. It was a nice change of pace.
Title Cover for Game
When it came to the design of the Cover title page, I took my inspiration from the GTA V Title Cover. The concept of our game is based on playing on two screens, […]
Simple main menu and plans for the future.
This week have been fairly slow on the programming front. Since we’re close to the alpha deadline everything we’ve done is all the basic stuff that we need for the alpha to be able to focus on refinement and level design for the beta.
All I’ve done this week is creating a basic main menu and GUI. This only posed a problem due to my own inexperience with unity (a very common problem that makes repeate apperances during the entire developement […]
Simple main menu and plans for the future.
This week have been fairly slow on the programming front. Since we’re close to the alpha deadline everything we’ve done is all the basic stuff that we need for the alpha to be able to focus on refinement and level design for the beta.
All I’ve done this week is creating a basic main menu and GUI. This only posed a problem due to my own inexperience with unity (a very common problem that makes repeate apperances during the entire developement […]
“5sd06” Everything is falling together #2
Blog Post #2
My last blog post was a bit messy, so I’ll make sure to structure it better this time.
Summarization of what I’ve done:
These are the following things that I’ve since the last blog post.
Learned about and implemented particle systems
Added a main menu
Added a pause menu
Added a death menu
Restructured the folder hierarchy with my project manager.
Re-scripted the perspective camera.
Re-scripted all Game Objects & added configurable properties for them in the inspector.
Those are the major features that I have added then there’s […]
“5sd06” Everything is falling together #2
Blog Post #2
My last blog post was a bit messy, so I’ll make sure to structure it better this time.
Summarization of what I’ve done:
These are the following things that I’ve since the last blog post.
Learned about and implemented particle systems
Added a main menu
Added a pause menu
Added a death menu
Restructured the folder hierarchy with my project manager.
Re-scripted the perspective camera.
Re-scripted all Game Objects & added configurable properties for them in the inspector.
Those are the major features that I have added then there’s […]
Targeting Algorithm for Hunter Enemy
One of the more important pieces of code I did this week is the hunter’s targeting (aggro) algorithm. The hunter is the first enemy we made (and the only one so far), and what it did earlier was chase the player character if it gets too close. But we wanted to expand on this and make it chase other targets too, based on a priority system.
Our other programmer, Sebastian was the one who initially coded the hunter movement and I […]
Targeting Algorithm for Hunter Enemy
One of the more important pieces of code I did this week is the hunter’s targeting (aggro) algorithm. The hunter is the first enemy we made (and the only one so far), and what it did earlier was chase the player character if it gets too close. But we wanted to expand on this and make it chase other targets too, based on a priority system.
Our other programmer, Sebastian was the one who initially coded the hunter movement and I […]
Creating the Avatar Through Iteration
Author: Hanna Hagenmalm
Team: Leviathan
Concept: Draxl’s Journey
Iteration literally means to do something over and over again, usually with the intention of improving it. Within game development, it refers to a work process, in which a game is gradually improved through short cycles of production-feedback. This method is suggested as an alternative to the ”waterfall method”, in which an aspect of the game is completely finished before moving on to the next. The issue with the waterfall method is that the cost of […]
Creating the Avatar Through Iteration
Author: Hanna Hagenmalm
Team: Leviathan
Concept: Draxl’s Journey
Iteration literally means to do something over and over again, usually with the intention of improving it. Within game development, it refers to a work process, in which a game is gradually improved through short cycles of production-feedback. This method is suggested as an alternative to the ”waterfall method”, in which an aspect of the game is completely finished before moving on to the next. The issue with the waterfall method is that the cost of […]
CoC Development Diary #1
Oh.
Hi there. Welcome to Crown of Creation development diary #1.
For the past few weeks the team Hippocampus has been working on the game Crown of Creation. This is a game where you play as a spider/humanoid character who is trying to conquer a crystal tree, a place full of energy.
The goal of our game is to create an exotic and challenging environment. Player will have to reach the top of the tree from the bottom while fighting varies types of […]
CoC Development Diary #1
Oh.
Hi there. Welcome to Crown of Creation development diary #1.
For the past few weeks the team Hippocampus has been working on the game Crown of Creation. This is a game where you play as a spider/humanoid character who is trying to conquer a crystal tree, a place full of energy.
The goal of our game is to create an exotic and challenging environment. Player will have to reach the top of the tree from the bottom while fighting varies types of […]
Refelction Opon 3D Consept Art
As our teams third programmer, hawing previews experience whit Unity my job is to implement what the other programmers code and our artists art. This means i have to work whit both the code and art and sens we have 3 programmers and one artist, i try to help the artist as much as i can. I can however only help when it comes to designing decisions and to give input sins i can’t draw.
I got the task to do concept art […]
Refelction Opon 3D Consept Art
As our teams third programmer, hawing previews experience whit Unity my job is to implement what the other programmers code and our artists art. This means i have to work whit both the code and art and sens we have 3 programmers and one artist, i try to help the artist as much as i can. I can however only help when it comes to designing decisions and to give input sins i can’t draw.
I got the task to do concept art […]
Making a child’s behaviour
We are currently making a game about a moth trying to rescue her children during a dark night, therfore the the children are a very important part of the game. The main objective is to find them in and bring them to safety. One of our main goals is to create a bond between the player and the children. The player should feel protective of the children and loss upon losing a child. To create those feelings I will attempt […]
Making a child’s behaviour
We are currently making a game about a moth trying to rescue her children during a dark night, therfore the the children are a very important part of the game. The main objective is to find them in and bring them to safety. One of our main goals is to create a bond between the player and the children. The player should feel protective of the children and loss upon losing a child. To create those feelings I will attempt […]
Game Development Update #1
Allow me to introduce myself,
I’m Ted Fristedt and I’m team Elf’s designer.
We’re at full work on our first game, called Samsara. A frantic mythology infused shoot ’em up game about death and rebirth.
What have I been up to, you may ask.
Well, this week I’ve been working with the game’s concepts for items and power-ups. I’ve also experimented with various ways on how and when the power-ups can be used.
One of the key elements in making this game enjoyable is the power-ups. […]
Game Development Update #1
Allow me to introduce myself,
I’m Ted Fristedt and I’m team Elf’s designer.
We’re at full work on our first game, called Samsara. A frantic mythology infused shoot ’em up game about death and rebirth.
What have I been up to, you may ask.
Well, this week I’ve been working with the game’s concepts for items and power-ups. I’ve also experimented with various ways on how and when the power-ups can be used.
One of the key elements in making this game enjoyable is the power-ups. […]
First things First
Enemies. Having any kind of element of challenge is important in mostly any kind of games, especially ours, since we are supposed to make a space-shooter-ish game depending on the certain theme that the Concept Document we chose was built upon. While … – Läs hela inlägget här
First things First
Enemies. Having any kind of element of challenge is important in mostly any kind of games, especially ours, since we are supposed to make a space-shooter-ish game depending on the certain theme that the Concept Document we chose was built upon. While … – Läs hela inlägget här
Blog Post #1
What & Why:
I am going to cover the general feel and the aesthetics of the current version of our game. After reading the concept document for Echo we were very interested in how the mechanics worked together with the aesthetics. We thought it would be very interesting to combine the dark feel of the game and the use of sound or light as guidance for the player.
We wanted to keep the narrative of a moth that lost its children in an […]
Blog Post #1
What & Why:
I am going to cover the general feel and the aesthetics of the current version of our game. After reading the concept document for Echo we were very interested in how the mechanics worked together with the aesthetics. We thought it would be very interesting to combine the dark feel of the game and the use of sound or light as guidance for the player.
We wanted to keep the narrative of a moth that lost its children in an […]