Monthly Archives: February 2017
Designer of sound
Hi, the designer of time is back to tell you guys more about my experience in my new team ”Cyclops”. I am taking a break from designing Echo (not the final name for the game) to write this blog post.
I havn’t told you guys about Echo yet so this post will be a brief introduction to the game and a detail I have been working on.
In Echo you play as a moth in search for your children that are lost in […]
Designer of sound
Hi, the designer of time is back to tell you guys more about my experience in my new team ”Cyclops”. I am taking a break from designing Echo (not the final name for the game) to write this blog post.
I havn’t told you guys about Echo yet so this post will be a brief introduction to the game and a detail I have been working on.
In Echo you play as a moth in search for your children that are lost in […]
Hornet/”Hunter” – Enemy
During the last few weeks I have been working on a game project with the working title ”Echo”, along with my group. Echo is a game set in a world of insects, where you play as a moth fluttering about in a dark forest, or to be more precise, the branches of a single tree, since you are so small.
I was to design one of the primary enemies in the game, a wasp or hornet that hunts the player if […]
Hornet/”Hunter” – Enemy
During the last few weeks I have been working on a game project with the working title ”Echo”, along with my group. Echo is a game set in a world of insects, where you play as a moth fluttering about in a dark forest, or to be more precise, the branches of a single tree, since you are so small.
I was to design one of the primary enemies in the game, a wasp or hornet that hunts the player if […]
Today I achieved to create my AWESOME WAVE creator that is super DYNAMIC BROOAAA!
Today my Task was to create a dynamic Wave/round handler. The point of this handler is to be able to create effective and fast waves that works like levels in are games. MY idé to progress in this mater was to create a game object that could control and handle waves that carried spawn points as there Children’s.
The result was a Splendid success! now it is one of are core script that will boost are production to the next level. […]
Today I achieved to create my AWESOME WAVE creator that is super DYNAMIC BROOAAA!
Today my Task was to create a dynamic Wave/round handler. The point of this handler is to be able to create effective and fast waves that works like levels in are games. MY idé to progress in this mater was to create a game object that could control and handle waves that carried spawn points as there Children’s.
The result was a Splendid success! now it is one of are core script that will boost are production to the next level. […]
The Current GUI
The concept document for SelFish had no planned or explained GUI, so my team and I had to come up with an idea of our own. We discussed our target audience and what they thought would be appealing and decided to have a game based on high-score, though we thought that basing it only on high-score alone would be a bit dull. To solve this, we came up with a high-score system that affects the power-up, which we decided to […]
The Current GUI
The concept document for SelFish had no planned or explained GUI, so my team and I had to come up with an idea of our own. We discussed our target audience and what they thought would be appealing and decided to have a game based on high-score, though we thought that basing it only on high-score alone would be a bit dull. To solve this, we came up with a high-score system that affects the power-up, which we decided to […]
Intelligent fish
In our game you play as an exploration robot that look at fish, and later avoid getting bit by meaner fish.
Since you can’t kill any fish in the game, it’s important that they are interesting to interact with and swim around like actual fish. They are state machines, which makes it easy for us to reuse behaviors and organize logic. The fish use a bunch of trigger hitboxes to sense their surroundings.
An observant fish
When something enters the sight trigger, the […]
Intelligent fish
In our game you play as an exploration robot that look at fish, and later avoid getting bit by meaner fish.
Since you can’t kill any fish in the game, it’s important that they are interesting to interact with and swim around like actual fish. They are state machines, which makes it easy for us to reuse behaviors and organize logic. The fish use a bunch of trigger hitboxes to sense their surroundings.
An observant fish
When something enters the sight trigger, the […]
First post
This period I choose to focus on my main characters, which I drew in Photoshop. A sketch of one of the characters – the player avatar the moth, is presented above. I started by looking through the mood board to find the feelings conveyed through the experience of the avatar that we wanted to visually convey to the player, the feeling of being alone in a mysterious darkness filled with dangers having lost your children to a treacherous light.
I then […]
First post
This period I choose to focus on my main characters, which I drew in Photoshop. A sketch of one of the characters – the player avatar the moth, is presented above. I started by looking through the mood board to find the feelings conveyed through the experience of the avatar that we wanted to visually convey to the player, the feeling of being alone in a mysterious darkness filled with dangers having lost your children to a treacherous light.
I then […]
The first Blog
Hi! I’m Gabriel Ringmar, Lead coder of Team Nazgul and I’ll be discusing some issues I got when Implementing the movement for the main character in our game that is now in development, Burn Witch Burn.
“gilli animation”
In Burn witch burn you play as the main character Gilli a fire witch the flies on her broom. This was my first time […]
The first Blog
Hi! I’m Gabriel Ringmar, Lead coder of Team Nazgul and I’ll be discusing some issues I got when Implementing the movement for the main character in our game that is now in development, Burn Witch Burn.
“gilli animation”
In Burn witch burn you play as the main character Gilli a fire witch the flies on her broom. This was my first time […]
My First Game Design Blog Post
My group Shadhavar has chosen the Selfisch game as its project. My role is a lead programmer for this game and as a first blog post I will write about something quite simple but needed in almost any game out there which is movement.
There are many ways to make a character move, you can make it so the player moves by mouse buttons or just mouse movement, different keyboard keys and controllers. But let’s not talk about that. Let’s talk […]
My First Game Design Blog Post
My group Shadhavar has chosen the Selfisch game as its project. My role is a lead programmer for this game and as a first blog post I will write about something quite simple but needed in almost any game out there which is movement.
There are many ways to make a character move, you can make it so the player moves by mouse buttons or just mouse movement, different keyboard keys and controllers. But let’s not talk about that. Let’s talk […]
BLUP, Main Character, Basic Animations
2017-02-09
BLUP, the main character of which the player will take control in our game based on the Echo concept document, is a small explorer-robot-submarine whose sole purpose is the exploration of deep and dark waters where no one else has ever been. What follows is an insight into the creative process leading up to four finished animations for the player movement.
Creative Process
In the conceptual stages of development, it was decided that the character would benefit from being cute and appealing […]
BLUP, Main Character, Basic Animations
2017-02-09
BLUP, the main character of which the player will take control in our game based on the Echo concept document, is a small explorer-robot-submarine whose sole purpose is the exploration of deep and dark waters where no one else has ever been. What follows is an insight into the creative process leading up to four finished animations for the player movement.
Creative Process
In the conceptual stages of development, it was decided that the character would benefit from being cute and appealing […]
Lighting the scene
This is Anders from team Nazgul. I’ve been handling the more technical aspects of the graphics that we’re using to get the style we want and make our game look good.
There are two main parts to this: normal maps and light ramps.
A normal map is an image with colors that indicate values for a vector at each pixel. Lighting objects in rendering relies on the normal of a surface, which tells the direction the surface is facing. This is limited […]
Lighting the scene
This is Anders from team Nazgul. I’ve been handling the more technical aspects of the graphics that we’re using to get the style we want and make our game look good.
There are two main parts to this: normal maps and light ramps.
A normal map is an image with colors that indicate values for a vector at each pixel. Lighting objects in rendering relies on the normal of a surface, which tells the direction the surface is facing. This is limited […]
Blog 1
This week I have been working on a concept and sprite for one of the enemies in our game. There are three kind of enemies, all that shoots differents kinds of bullets (electric, fire and ice). The theme of the game is supposed to be inspired by Hinduism in some sort of way, without stepping on anybody’s toes. That is why we have taken the more relaxed approach of “artstyles in Hinduistic countries”.
The enemy I started working on was supposed […]
Blog 1
This week I have been working on a concept and sprite for one of the enemies in our game. There are three kind of enemies, all that shoots differents kinds of bullets (electric, fire and ice). The theme of the game is supposed to be inspired by Hinduism in some sort of way, without stepping on anybody’s toes. That is why we have taken the more relaxed approach of “artstyles in Hinduistic countries”.
The enemy I started working on was supposed […]
Blog Post #1 – Managing the Product Backlog
Welcome to my very first Blog entry. I am the project manager and producer of team Amarok. Currently we are creating a shoot´em up videogame that uses the concept document “Burn Witch Burn” as a starting point. My work within the team consist mainly of managing the team, designing gameplay elements together with the lead designer and creating sound files.
This week I want to talk about the product backlog. This has been the very first task that our game design […]
Blog Post #1 – Managing the Product Backlog
Welcome to my very first Blog entry. I am the project manager and producer of team Amarok. Currently we are creating a shoot´em up videogame that uses the concept document “Burn Witch Burn” as a starting point. My work within the team consist mainly of managing the team, designing gameplay elements together with the lead designer and creating sound files.
This week I want to talk about the product backlog. This has been the very first task that our game design […]