Daily Archives: March 2, 2017
The Effect of Crossfading Soundtrack
This has been a cool addition to the game!
The soundtrack changes depending on which realm the player currently is in. If the player is in the human realm, asian instruments and taiko drums plays. If the player is in the spirit realm, the soundtrack goes all electronic and choirs are heard singing.
By the time I had to implement this dynamic effect, the gameplay themes of the game were nearly done, but still usable as they were. In fact, these uploaded tracks aren’t […]
The Effect of Crossfading Soundtrack
This has been a cool addition to the game!
The soundtrack changes depending on which realm the player currently is in. If the player is in the human realm, asian instruments and taiko drums plays. If the player is in the spirit realm, the soundtrack goes all electronic and choirs are heard singing.
By the time I had to implement this dynamic effect, the gameplay themes of the game were nearly done, but still usable as they were. In fact, these uploaded tracks aren’t […]
Week 6
Preparation for Beta Presentation
For this week’s blogpost I will talk about my preparations for the beta presentation that will be held next week on Monday. When my group and I decided on who would do the presentation for the alfa, I figured my team members would have more knowledge about details of the game, and therefore would be more competent than I in answering questions from our teacher following the presentation. We later noticed that most groups had chosen their […]
Week 6
Preparation for Beta Presentation
For this week’s blogpost I will talk about my preparations for the beta presentation that will be held next week on Monday. When my group and I decided on who would do the presentation for the alfa, I figured my team members would have more knowledge about details of the game, and therefore would be more competent than I in answering questions from our teacher following the presentation. We later noticed that most groups had chosen their […]
Responding to playtest feedback
This week started with a playtesting session. I was prepared to skip it since we did not have a lot of new stuff to playtest. The group, however, insisted that we attend it anyway, and so we did. From the previous playtesting session the only major thing we had was a new control scheme, though admittedly, we did get some valuable feedback on that.
The new control scheme (that we had changed from previous playtest session) was that instead of the […]
Responding to playtest feedback
This week started with a playtesting session. I was prepared to skip it since we did not have a lot of new stuff to playtest. The group, however, insisted that we attend it anyway, and so we did. From the previous playtesting session the only major thing we had was a new control scheme, though admittedly, we did get some valuable feedback on that.
The new control scheme (that we had changed from previous playtest session) was that instead of the […]
Rendering the Demon
This week I have solely focused on rendering the Demon enemy to look more bad ass. The process of coloring and rendering have been definitely the most enjoyable parts of creating the whole of the design.
I would say I have definitely succeeded in the “more bad ass” -part but as I worked on the image I noticed my lack of experience in painting texture and lighting. As you can see there is no specific texture on the character, other than […]
Rendering the Demon
This week I have solely focused on rendering the Demon enemy to look more bad ass. The process of coloring and rendering have been definitely the most enjoyable parts of creating the whole of the design.
I would say I have definitely succeeded in the “more bad ass” -part but as I worked on the image I noticed my lack of experience in painting texture and lighting. As you can see there is no specific texture on the character, other than […]
Iteration is Key
Greetings dear reader! I’m Harry and in this weeks post I’m going to talk about the key to all good design: iteration.
The artifact I have chosen to talk about this week is, as you can see in the featured picture, not an ordinary knight. I present to you The Kings Guard.
The Kings Guard is going to be the final encounter in our game and a so called boss-battle. He’s going to test the player on what he/she has learned throughout […]
Iteration is Key
Greetings dear reader! I’m Harry and in this weeks post I’m going to talk about the key to all good design: iteration.
The artifact I have chosen to talk about this week is, as you can see in the featured picture, not an ordinary knight. I present to you The Kings Guard.
The Kings Guard is going to be the final encounter in our game and a so called boss-battle. He’s going to test the player on what he/she has learned throughout […]
5SD064 Animator Controller.
Animator Controller.
Hi i’m Kevin from team Fenrir. I’m one of the programmers in my group and also the lead sound person. This week I have been working with switching between animations on the player. I have been doing this because me and my team wanted to have animation for the player walking and since the artist of our group is done making the animation sprites I am now implementing them. Before this I had only been putting in animations for […]
5SD064 Animator Controller.
Animator Controller.
Hi i’m Kevin from team Fenrir. I’m one of the programmers in my group and also the lead sound person. This week I have been working with switching between animations on the player. I have been doing this because me and my team wanted to have animation for the player walking and since the artist of our group is done making the animation sprites I am now implementing them. Before this I had only been putting in animations for […]
Blog 02-03-2017 Daniel Ahlberg Game Design 2
Hey folks reading this, Daniel the designer of team Pricolici here.
This blogpost i Will be explain the design behind the level of the game. If you read the second blog you know that i have already discussed the level of the game, but the first level that was designed for the alpha, and not for a complete game.
There are two rules for me creating an level for the game.
I can’t have the exact encounter twice, there have to […]
Blog 02-03-2017 Daniel Ahlberg Game Design 2
Hey folks reading this, Daniel the designer of team Pricolici here.
This blogpost i Will be explain the design behind the level of the game. If you read the second blog you know that i have already discussed the level of the game, but the first level that was designed for the alpha, and not for a complete game.
There are two rules for me creating an level for the game.
I can’t have the exact encounter twice, there have to […]
Moth game: Extending the editor
Ineffective solutions
We’re getting dangerously close to reaching the beta milestone of our game, meaning all the features should be done. To show off all the amazing features we need a level. One of those amazing features is a spider that walks along a path and jumps at you if you get too close. One of the problems I set out to solve this week was the difficulty of actually defining the path a spider follows. Until now, the way we made the […]
Moth game: Extending the editor
Ineffective solutions
We’re getting dangerously close to reaching the beta milestone of our game, meaning all the features should be done. To show off all the amazing features we need a level. One of those amazing features is a spider that walks along a path and jumps at you if you get too close. One of the problems I set out to solve this week was the difficulty of actually defining the path a spider follows. Until now, the way we made the […]
Implementing animations
Fourth blog. I might even be excited if I had something interesting to write about. Unfortunately I don’t. I’ve been implementing the animations lately, and adding sound effects as well. But there really isn’t anything to say about the sound effects so I’m forced to recount my numerous failures in implementing animations, “sigh”….oh well, let’s get to it.
What?
An animation is essentially just a moving picture. In fact in 2D that’s all it is really. It’s how these pictures are manipulated […]
Implementing animations
Fourth blog. I might even be excited if I had something interesting to write about. Unfortunately I don’t. I’ve been implementing the animations lately, and adding sound effects as well. But there really isn’t anything to say about the sound effects so I’m forced to recount my numerous failures in implementing animations, “sigh”….oh well, let’s get to it.
What?
An animation is essentially just a moving picture. In fact in 2D that’s all it is really. It’s how these pictures are manipulated […]
Frog – Animations
This week I have worked on animating the frog enemy that I drew a couple of weeks ago. As of now, it is meant to be stationary, but I might have to make an animation of it rotating in place in the future, if that decision changes.
I have made one idle animation, as well as two versions of an attack animation, both in Photoshop. The idle animation is pretty simple, with the only movement being the eyes and the vocal […]
Frog – Animations
This week I have worked on animating the frog enemy that I drew a couple of weeks ago. As of now, it is meant to be stationary, but I might have to make an animation of it rotating in place in the future, if that decision changes.
I have made one idle animation, as well as two versions of an attack animation, both in Photoshop. The idle animation is pretty simple, with the only movement being the eyes and the vocal […]
3/2 review
For the duration of this last sprint i have spent a considerable amount of my time faffing about in various parts of the unity inspector wherein i’ve been working quite a lot with unity’s particle system Shuriken. I have for one been working with modifying or already extant ambient particle system to make it appear all across the level as well as changed and experimented with a handful of other settings.
But enough filling out the word quota, the asset i’m […]
3/2 review
For the duration of this last sprint i have spent a considerable amount of my time faffing about in various parts of the unity inspector wherein i’ve been working quite a lot with unity’s particle system Shuriken. I have for one been working with modifying or already extant ambient particle system to make it appear all across the level as well as changed and experimented with a handful of other settings.
But enough filling out the word quota, the asset i’m […]
Online Leaderboard!
BLOG POST #4
The winning condition of the game that I am working on in my group is to achieve the highest score, staying alive as long as possible. For this reason, a highscore system was necessary in order to keep track of the highest score of each person that played our game.
During the group meetings, we discussed to have a tutorial in the beginning of the game. As usual, we gamers know that playing a tutorial is a little bit boring and […]
Online Leaderboard!
BLOG POST #4
The winning condition of the game that I am working on in my group is to achieve the highest score, staying alive as long as possible. For this reason, a highscore system was necessary in order to keep track of the highest score of each person that played our game.
During the group meetings, we discussed to have a tutorial in the beginning of the game. As usual, we gamers know that playing a tutorial is a little bit boring and […]