Monthly Archives: February 2017
Underwater weeds
As our game “Selfish” is set in a fish tank, we need to have an environment that somewhat mimics this fact. This means creating assets that would act as decorations. Plants are a common thing you would find in a fish tank either real or plastic.
After some quick Google searches I picked a tall, leafy type of plant to start with and began to create it in Photoshop. After drawing the spine I added leaves and turned it into a […]
Underwater weeds
As our game “Selfish” is set in a fish tank, we need to have an environment that somewhat mimics this fact. This means creating assets that would act as decorations. Plants are a common thing you would find in a fish tank either real or plastic.
After some quick Google searches I picked a tall, leafy type of plant to start with and began to create it in Photoshop. After drawing the spine I added leaves and turned it into a […]
Waves of the oceans of enemies
As of this week the team faced the challenge of trying to prioritize the different parts of the game that we hadn’t finished. One of these was the system that we are going to use for the spawning of enemies, the way it’s intended to work is that the players runs along a country road and when he encounters enemies, the road stops and set amount of enemy’s spawns. These must be killed before you can progress further in the […]
Waves of the oceans of enemies
As of this week the team faced the challenge of trying to prioritize the different parts of the game that we hadn’t finished. One of these was the system that we are going to use for the spawning of enemies, the way it’s intended to work is that the players runs along a country road and when he encounters enemies, the road stops and set amount of enemy’s spawns. These must be killed before you can progress further in the […]
Implemented a shooting enemy
Image: 4 different directions for the enemy that would correspond to the angle of where it is looking in a pivoted angle.
What?
I got the assignment of creating an enemy for the game that would have a quite simple behavior of shooting the player.
This enemy would have a minimum range from where to shoot from, meaning that if it was too far away from the player, it would just walk towards the player until it was close enough and start shooting […]
Implemented a shooting enemy
Image: 4 different directions for the enemy that would correspond to the angle of where it is looking in a pivoted angle.
What?
I got the assignment of creating an enemy for the game that would have a quite simple behavior of shooting the player.
This enemy would have a minimum range from where to shoot from, meaning that if it was too far away from the player, it would just walk towards the player until it was close enough and start shooting […]
CoC Development Diary #3
Hello there.
Welcome to another CoC dev blog.
After a couple weeks of doodling around we finally have a somewhat playable game. My main focus for this week? Sound, Sound, Sound. Plus a little bit of scripting for the boss behavior. So before this week we had exact three sound effects and, although they all work as intended, I still feel that they are a bit lackluster.
The first sound I implemented last week was the sound for player’s projectiles. It kinda sounds […]
CoC Development Diary #3
Hello there.
Welcome to another CoC dev blog.
After a couple weeks of doodling around we finally have a somewhat playable game. My main focus for this week? Sound, Sound, Sound. Plus a little bit of scripting for the boss behavior. So before this week we had exact three sound effects and, although they all work as intended, I still feel that they are a bit lackluster.
The first sound I implemented last week was the sound for player’s projectiles. It kinda sounds […]
Game Design 2 – Movement Patterns
Movement patterns for enemies in our game.
Enemy Spawn Manager for Endless Game
Blog Post #3
The most important core in our game is definitely the enemy spawn manager. This system is very important because determines the game pace, the length and how much fun can generate. A lot of time is required when it comes to balance the game and is very important to have a flexible source where is possible to change settings quickly and easily. So that’s why this week I have been working on a script, able to facilitate the game designer […]
Enemy Spawn Manager for Endless Game
Blog Post #3
The most important core in our game is definitely the enemy spawn manager. This system is very important because determines the game pace, the length and how much fun can generate. A lot of time is required when it comes to balance the game and is very important to have a flexible source where is possible to change settings quickly and easily. So that’s why this week I have been working on a script, able to facilitate the game designer […]
Using Audio in Unity
I am the Lead Sound in my game design group, so I have done research on how to use Unity’s audio system, both through the editor and through code. I found it a bit tricky at first, so I’m hoping that this post might clear some things up and help someone else understand.
For my fellow students: if you find this helpful, make sure to show it to your own group’s Lead Sound! And if your team has any sound issues, write to me and […]
Using Audio in Unity
I am the Lead Sound in my game design group, so I have done research on how to use Unity’s audio system, both through the editor and through code. I found it a bit tricky at first, so I’m hoping that this post might clear some things up and help someone else understand.
For my fellow students: if you find this helpful, make sure to show it to your own group’s Lead Sound! And if your team has any sound issues, write to me and […]
Creating feedback through particle effects & sound
This week I have been play testing and editing variables, finding sounds and created particle effects. In my previous posts, I’ve been talking about my work in a very abstract way and therefore I find it fitting to talk about the concrete work I’ve been doing this week. The particle effects.
We received around 40 reviews during our pre-alpha presentation and it quickly became obvious to us that our game was lacking feedback. I figured I wanted to improve this mainly […]
Creating feedback through particle effects & sound
This week I have been play testing and editing variables, finding sounds and created particle effects. In my previous posts, I’ve been talking about my work in a very abstract way and therefore I find it fitting to talk about the concrete work I’ve been doing this week. The particle effects.
We received around 40 reviews during our pre-alpha presentation and it quickly became obvious to us that our game was lacking feedback. I figured I wanted to improve this mainly […]
Absurdly Extravagant Level Design
Imagine if you will, a project manager that is not only a cunning and apt leader, but also a masterful level designer. Seems too good to be true? It is. I am neither. However, since our game designer so rudely disappeared in our moment of need, the team needed someone to visualize the Echoes of the Abyss dream. Someone with years of experience designing board games. Someone that understood what the player wanted. Someone that could make Rukh great again.
I […]
Absurdly Extravagant Level Design
Imagine if you will, a project manager that is not only a cunning and apt leader, but also a masterful level designer. Seems too good to be true? It is. I am neither. However, since our game designer so rudely disappeared in our moment of need, the team needed someone to visualize the Echoes of the Abyss dream. Someone with years of experience designing board games. Someone that understood what the player wanted. Someone that could make Rukh great again.
I […]
Assets & Scenes
During this week, I have been continuing with creating the graphics for my group’s game that we now call ‘’Betulla’’.
First of all, I want to say that I feel like this week has been way less productive to me, compared to all of the other previous weeks since I so far have been sick and have not spent much time at all with my group.
After finishing the background last week, I am now working on some smaller projects, like creating […]
Assets & Scenes
During this week, I have been continuing with creating the graphics for my group’s game that we now call ‘’Betulla’’.
First of all, I want to say that I feel like this week has been way less productive to me, compared to all of the other previous weeks since I so far have been sick and have not spent much time at all with my group.
After finishing the background last week, I am now working on some smaller projects, like creating […]
#3: Backlogs and the push/pull method.
When I started thinking about how my team could get the most out of our backlog I came to think about the problems surrounding how it is utilized. The traditional way is for the management to push items from the backlog. You can think of this like a manager holding “work” in his hands and giving it to a team member telling him to commit to creating this work item until the deadline.
The other way around is for the team […]
#3: Backlogs and the push/pull method.
When I started thinking about how my team could get the most out of our backlog I came to think about the problems surrounding how it is utilized. The traditional way is for the management to push items from the backlog. You can think of this like a manager holding “work” in his hands and giving it to a team member telling him to commit to creating this work item until the deadline.
The other way around is for the team […]
The Complete Flow of Spirits of The Shogun
Hey guys!
A lot has been done this week. After a couple of weekly design meetings we concluded how the game flow of Spirits of The Shogun works like, and it was up to me to program the game to have the decided flow.
In Spirits of The Shogun, you begin progressing through the endless level by walking to the right. You can’t walk back from where you came from. It’s like the level progression in older Mario games.
When you have reached a […]
The Complete Flow of Spirits of The Shogun
Hey guys!
A lot has been done this week. After a couple of weekly design meetings we concluded how the game flow of Spirits of The Shogun works like, and it was up to me to program the game to have the decided flow.
In Spirits of The Shogun, you begin progressing through the endless level by walking to the right. You can’t walk back from where you came from. It’s like the level progression in older Mario games.
When you have reached a […]