Daily Archives: March 2, 2017
The Berry Portrayal
During this week I was in charge of implementing multiple different art assets to our game. The main art asset I have been working on this week the berry. I did have other tasks, such as recoloring the thorn vines previously mentioned on the last blog. However the berry was one of the main art assets I needed to implement. The berry has a major role in the game.
The berry’s function in the game is that once the moth collides […]
The Berry Portrayal
During this week I was in charge of implementing multiple different art assets to our game. The main art asset I have been working on this week the berry. I did have other tasks, such as recoloring the thorn vines previously mentioned on the last blog. However the berry was one of the main art assets I needed to implement. The berry has a major role in the game.
The berry’s function in the game is that once the moth collides […]
Highly scientific color stuff
So, as mentioned in last week’s blog post, I will go into the colorization process of some of my sprites this time. Doing so, I will also refer back to my first article about the style and character concept creation of Burn Witch Burn’s protagonist, the hunted fire-witch Izalith. [So, if you are REALLY interested in this, you might want to check it out first. But then again, who cares… about anything… anymore… Yes, my grim attitude might result from […]
Highly scientific color stuff
So, as mentioned in last week’s blog post, I will go into the colorization process of some of my sprites this time. Doing so, I will also refer back to my first article about the style and character concept creation of Burn Witch Burn’s protagonist, the hunted fire-witch Izalith. [So, if you are REALLY interested in this, you might want to check it out first. But then again, who cares… about anything… anymore… Yes, my grim attitude might result from […]
Environment Textures and Vegetation
2017-03-02
The spaces that the player will travel through in the deep will sometimes be lush, comfy areas and sometimes rougher, more hostile environments. This is meant to communicate to the player what they can expect to find, if they should be more cautious or if they can feel safe.
This week I’ve focused on the sprites for the more lush and friendly environment. We are using the tool Ferr2d to let us edit the level quickly and easily. This allows us […]
Environment Textures and Vegetation
2017-03-02
The spaces that the player will travel through in the deep will sometimes be lush, comfy areas and sometimes rougher, more hostile environments. This is meant to communicate to the player what they can expect to find, if they should be more cautious or if they can feel safe.
This week I’ve focused on the sprites for the more lush and friendly environment. We are using the tool Ferr2d to let us edit the level quickly and easily. This allows us […]
Game Development Update #4
Yo, yo, yo! Welcome back my loyal followers for another weekly update. It has been another ineresting week in the making of Samsara.
What’s been so interesting? I know, sing me a song about your week!
Nah, recording a song and put it up here would be to much of a hassle right now. SOrry to dissapoint you, but for now, text will have to suffice.
This week after recieving a new batch of feedback from a playtesting session one thing emerged as […]
Game Development Update #4
Yo, yo, yo! Welcome back my loyal followers for another weekly update. It has been another ineresting week in the making of Samsara.
What’s been so interesting? I know, sing me a song about your week!
Nah, recording a song and put it up here would be to much of a hassle right now. SOrry to dissapoint you, but for now, text will have to suffice.
This week after recieving a new batch of feedback from a playtesting session one thing emerged as […]
Making a hunter
Without danger I think our game would fall flat. It’s not that fun flying aroud in the darkness without some tension. from the start we said that there should be at least three enemies in our game and we started off by makinig the hunters. I wanted everything in our game to feel alive and therefore i didn’t want the hunters just standing in one position.
Idle state
At the start of a new game, the player is not close enough to […]
Making a hunter
Without danger I think our game would fall flat. It’s not that fun flying aroud in the darkness without some tension. from the start we said that there should be at least three enemies in our game and we started off by makinig the hunters. I wanted everything in our game to feel alive and therefore i didn’t want the hunters just standing in one position.
Idle state
At the start of a new game, the player is not close enough to […]
Blog 4 – Focus
This week I feel the week started early. The team grouped together on Sunday to get things ready for the Play-Testing. The meeting was going to be a collaboration day, where we would implement what we had done together. Unfortunately, some individuals felt that they would have time to finish what they were supposed to do before implementing it. This resulted in a waste of time, and some scolding followed.
My main focus of the week was getting the Beta Presentation […]
Blog 4 – Focus
This week I feel the week started early. The team grouped together on Sunday to get things ready for the Play-Testing. The meeting was going to be a collaboration day, where we would implement what we had done together. Unfortunately, some individuals felt that they would have time to finish what they were supposed to do before implementing it. This resulted in a waste of time, and some scolding followed.
My main focus of the week was getting the Beta Presentation […]
Week 4 – To crush your enemies, to see them driven before you.
Ladies and gentlemen, welcome for the blog of this week ! As you noticed already in the title, I will talk today about all the work I’ve been through this week to draw some sprites for dead enemies. (I’m sorry for all Conan’s fan who thought that according to the title I was going to talk about Conan, but the cake is ALWAYS a lie. )
So, this week I was in charge of drawing some sprites for the 2 […]
Week 4 – To crush your enemies, to see them driven before you.
Ladies and gentlemen, welcome for the blog of this week ! As you noticed already in the title, I will talk today about all the work I’ve been through this week to draw some sprites for dead enemies. (I’m sorry for all Conan’s fan who thought that according to the title I was going to talk about Conan, but the cake is ALWAYS a lie. )
So, this week I was in charge of drawing some sprites for the 2 […]
Interpreting Feedback and Implementing Fixes
During the last playtest session, most of the feedback we got was related to the movement. Some found it pretty easy to use and liked the way it worked, while others found themselves hitting walls constantly. As a result of this, identifying the problem was relatively hard.
The way we decided to try and mend the problem without completely redoing the movement, since a lot of people liked it, was to start of by fixing the stone walls since we knew there were […]
Interpreting Feedback and Implementing Fixes
During the last playtest session, most of the feedback we got was related to the movement. Some found it pretty easy to use and liked the way it worked, while others found themselves hitting walls constantly. As a result of this, identifying the problem was relatively hard.
The way we decided to try and mend the problem without completely redoing the movement, since a lot of people liked it, was to start of by fixing the stone walls since we knew there were […]
Flow theory
In this post I will talk about flow and how I relate to flow theory when I thought about the design for our game. I will mainly talk about the three things, difficulty curve, the rules to flow and mental complexity. I will I will try to recap to my last blog post about subconscious design and how flow theory support to implement subconscious design in your game.
My impression of what people most take with the with the flow is […]
Flow theory
In this post I will talk about flow and how I relate to flow theory when I thought about the design for our game. I will mainly talk about the three things, difficulty curve, the rules to flow and mental complexity. I will I will try to recap to my last blog post about subconscious design and how flow theory support to implement subconscious design in your game.
My impression of what people most take with the with the flow is […]
Designing and creating the menus.
This week I’ve focused a lot on the menu we want for our game. We do have a menu in our current game already but it is very basic and you can only press the “start” button.
We hadn’t really discussed what we wanted the menu to look like, or even what buttons we thought were necessary. We wanted the basic choices such as “start”, “exit” and “options”, but we talked about adding other choices as well.
We also had to decide […]
Designing and creating the menus.
This week I’ve focused a lot on the menu we want for our game. We do have a menu in our current game already but it is very basic and you can only press the “start” button.
We hadn’t really discussed what we wanted the menu to look like, or even what buttons we thought were necessary. We wanted the basic choices such as “start”, “exit” and “options”, but we talked about adding other choices as well.
We also had to decide […]
Blog post 3/2/2017 Main Menu
This wasn’t necessarily a productive week for me. I have still been working on the finishing assets for our game, whose deadline we are rapidly approaching. I find myself rushing to finish what is left in order to be ready for any last minute needs, i.e. if we forgot something.
I started my week off by working on the Main Menu. This task wasn’t very hard to finish, but the planning for how i wanted it to look and looking for […]
Blog post 3/2/2017 Main Menu
This wasn’t necessarily a productive week for me. I have still been working on the finishing assets for our game, whose deadline we are rapidly approaching. I find myself rushing to finish what is left in order to be ready for any last minute needs, i.e. if we forgot something.
I started my week off by working on the Main Menu. This task wasn’t very hard to finish, but the planning for how i wanted it to look and looking for […]
Game Design 2: Explosion Animation
Last week, I worked on creating a explosion for when the bazooka would either hit an in-game object like for example, a platform or rock,or the in-game enemies. Since the bazooka is used to take out numerous enemies at once, we thought an explosion would help communicate to the player that the enemies are being hit with a certain amount of force, hence the explosion.
I started by making a few sketches on how the explosion could look, while keeping in mind […]
Game Design 2: Explosion Animation
Last week, I worked on creating a explosion for when the bazooka would either hit an in-game object like for example, a platform or rock,or the in-game enemies. Since the bazooka is used to take out numerous enemies at once, we thought an explosion would help communicate to the player that the enemies are being hit with a certain amount of force, hence the explosion.
I started by making a few sketches on how the explosion could look, while keeping in mind […]