Monthly Archives: February 2017
Sound Implementation
New Post Today
Hello for the third time everyone (unless I am counting wrong in which case I do not apologize.). This week I have mostly been working on implementing the sound into the game and doing some preparations for the Beta presentation.
While I found the sound last week I still needed to implement it into the game which was more difficult than I had expected. To start my work I first started watching tutorials on the Unity website to start […]
Sound Implementation
New Post Today
Hello for the third time everyone (unless I am counting wrong in which case I do not apologize.). This week I have mostly been working on implementing the sound into the game and doing some preparations for the Beta presentation.
While I found the sound last week I still needed to implement it into the game which was more difficult than I had expected. To start my work I first started watching tutorials on the Unity website to start […]
Becoming the “gitHub master”
Right then. Third post, let’s do it. This week I’m doing to be talking about gitHub, and all the headaches and sleepless nights it has caused me.
What?
GitHub is a form of “version control”. Version control is basically the management of different collections of information. It’s very common and incredibly useful in programming in particular, but it can also be used for documents for example. It’s pretty much essential for projects that have multiple people working on them. The idea is […]
Becoming the “gitHub master”
Right then. Third post, let’s do it. This week I’m doing to be talking about gitHub, and all the headaches and sleepless nights it has caused me.
What?
GitHub is a form of “version control”. Version control is basically the management of different collections of information. It’s very common and incredibly useful in programming in particular, but it can also be used for documents for example. It’s pretty much essential for projects that have multiple people working on them. The idea is […]
Blog 3 – Week 8
The Old Spawner
The reason why this blog post is called old spawner is because, since my original design of the spawner, it has been modified and changed to better suit our game and be simpler for the game designer to use. This script was a completely new topic that I have never worked on or attempted before so working on it was pretty difficult.With a bullet hell it is usually good to have waves spawn as to control the flow […]
Blog 3 – Week 8
The Old Spawner
The reason why this blog post is called old spawner is because, since my original design of the spawner, it has been modified and changed to better suit our game and be simpler for the game designer to use. This script was a completely new topic that I have never worked on or attempted before so working on it was pretty difficult.With a bullet hell it is usually good to have waves spawn as to control the flow […]
Week 5
Compilation of playtest reviews
Last week we had a playtesting session where all the groups had the opportunity to get the opinions of other students about their games. My group and I had prepared a short survey for the play testers to fill in, and this week I did a compilation of the answers to give us an overview of what we have done good and what we must improve. By doing this I hope it will be easier for us […]
Week 5
Compilation of playtest reviews
Last week we had a playtesting session where all the groups had the opportunity to get the opinions of other students about their games. My group and I had prepared a short survey for the play testers to fill in, and this week I did a compilation of the answers to give us an overview of what we have done good and what we must improve. By doing this I hope it will be easier for us […]
Bubble Gun Design
What
Designing power-ups and pick-ups is one of my tasks in the project process. We needed a pick-up for the pre-alpha, and there it was; a bubble gun for a 7 year old boy stuck in his nightmare and fighting his fears about school. It’s a gun that shoots lots of bubbles, and once a bubble hits an enemy, it becomes big enough to capture them inside and poison them until they gradually lose health points and die.
How
I started to search […]
Bubble Gun Design
What
Designing power-ups and pick-ups is one of my tasks in the project process. We needed a pick-up for the pre-alpha, and there it was; a bubble gun for a 7 year old boy stuck in his nightmare and fighting his fears about school. It’s a gun that shoots lots of bubbles, and once a bubble hits an enemy, it becomes big enough to capture them inside and poison them until they gradually lose health points and die.
How
I started to search […]
The need for structure
The group dynamic in Team Valravn is rather complicated. While we, on paper, have all the “expertise areas” covered, we are not able to utilize our roles very well. One core issue I feel is that our project manager have not had much time to dedicate to the group. We did not think that it would be an issue, but I think that the lack of proper management staff has become a real issue now. The group is most of the […]
The need for structure
The group dynamic in Team Valravn is rather complicated. While we, on paper, have all the “expertise areas” covered, we are not able to utilize our roles very well. One core issue I feel is that our project manager have not had much time to dedicate to the group. We did not think that it would be an issue, but I think that the lack of proper management staff has become a real issue now. The group is most of the […]
Blog Post #3
Hello again,
For this week I’m going to write about the presentation I held Thursday last week for the Alpha version of our game Echo.
For this presentation we were supposed to talk about how we interpreted the game concepts we chose earlier on in the course and discuss the current status of our game. We were supposed to come up with some good and bad choices we made for our game during the project and analyse what we could have done to prevent the […]
Blog Post #3
Hello again,
For this week I’m going to write about the presentation I held Thursday last week for the Alpha version of our game Echo.
For this presentation we were supposed to talk about how we interpreted the game concepts we chose earlier on in the course and discuss the current status of our game. We were supposed to come up with some good and bad choices we made for our game during the project and analyse what we could have done to prevent the […]
Offering Choices to the Player
Following up on last week in which we improved parts of the game based on the playtest feedback we received, we now have made several changes in order to once again make our game interesting, not only to us but also to the audience.
What do I mean by this? What does interesting mean? To start off, let me give you some background. When we decided upon the concept of “Revenge of Teddy” we were currently unsure if our one and […]
Offering Choices to the Player
Following up on last week in which we improved parts of the game based on the playtest feedback we received, we now have made several changes in order to once again make our game interesting, not only to us but also to the audience.
What do I mean by this? What does interesting mean? To start off, let me give you some background. When we decided upon the concept of “Revenge of Teddy” we were currently unsure if our one and […]
Moth game: Animator controller as a state machine
Introduction
In my previous posts about this project I’ve been discussing specific features that had been implemented in a short time window prior to the post. The features have then been declared done, only requiring minor tweaks and fixes after the fact. This post is going to be slightly different, discussing a system used to implement several features related to the player. Because the player feature set has been expanded on over several weeks, and is in some areas still being […]
Moth game: Animator controller as a state machine
Introduction
In my previous posts about this project I’ve been discussing specific features that had been implemented in a short time window prior to the post. The features have then been declared done, only requiring minor tweaks and fixes after the fact. This post is going to be slightly different, discussing a system used to implement several features related to the player. Because the player feature set has been expanded on over several weeks, and is in some areas still being […]
Game Development Update #3
Welcome back my beloved followers in search of entertainment and knowledge!
It’s been one exciting week as we move closer and closer to the actual finished product.
Get to it Teddy! Tell us what you’ve been fiddling with this week.
Take a chill pill, relax and enjoy. This week the team was faced with a lot of different challenges. Most of them consisted of assets in need of polish. A lot of work has also been done in order to add remaining assets previously […]
Game Development Update #3
Welcome back my beloved followers in search of entertainment and knowledge!
It’s been one exciting week as we move closer and closer to the actual finished product.
Get to it Teddy! Tell us what you’ve been fiddling with this week.
Take a chill pill, relax and enjoy. This week the team was faced with a lot of different challenges. Most of them consisted of assets in need of polish. A lot of work has also been done in order to add remaining assets previously […]
Week 3 – Making a splash screen
This week I’ve been working on a splash screen for our game called Selfish. We had received feedback for our game that it was hard to tell why the main character fish was shooting the other fish in the tank. So, our designer came up with the idea that we could have a splash screen with a sign that briefly tells the story. A splash screen is usually a screen at the start of a game that tells you what company […]
Week 3 – Making a splash screen
This week I’ve been working on a splash screen for our game called Selfish. We had received feedback for our game that it was hard to tell why the main character fish was shooting the other fish in the tank. So, our designer came up with the idea that we could have a splash screen with a sign that briefly tells the story. A splash screen is usually a screen at the start of a game that tells you what company […]
The current level design and how we introduce the narrative
This week I’ve mostly focused on level design, which hasn’t been implemented in the game yet in any form so I will mostly discuss the current level design. Several weeks ago we settled on a basic wave system that increased the spawn rate of the enemies in the level. I wanted to do this because even though it wasn’t anything permanent or perfect, I felt that it was important for the player to get used to shooting and moving around […]
The current level design and how we introduce the narrative
This week I’ve mostly focused on level design, which hasn’t been implemented in the game yet in any form so I will mostly discuss the current level design. Several weeks ago we settled on a basic wave system that increased the spawn rate of the enemies in the level. I wanted to do this because even though it wasn’t anything permanent or perfect, I felt that it was important for the player to get used to shooting and moving around […]