Daily Archives: March 2, 2017
Tackle the giant, Again. Time for animation!
This week was mainly dedicated to finishing up on last week’s assets and touching up some older ones to make everything more coherent although most of my time was dedicated to cleaning up the main character and animating him again.
Before going into detail about this week’s main task, I have found the time this week to finally get rid of a thorn in my eye. Wrath of the seven deadly sins, represented by a bear, has happily been moved to […]
Tackle the giant, Again. Time for animation!
This week was mainly dedicated to finishing up on last week’s assets and touching up some older ones to make everything more coherent although most of my time was dedicated to cleaning up the main character and animating him again.
Before going into detail about this week’s main task, I have found the time this week to finally get rid of a thorn in my eye. Wrath of the seven deadly sins, represented by a bear, has happily been moved to […]
Designer of color indication
Hi, it is I, the Designer of time. Back to write about my ideas of a color indication system for our game Echo. (Shit. The game is to be done soon, and we have not come up with any name yet other than the original concept name. I think we should redirect all our focus to come up with something else. I don’t think I can handle this pressure for much longer. I mean, how hard can it be to come up […]
Designer of color indication
Hi, it is I, the Designer of time. Back to write about my ideas of a color indication system for our game Echo. (Shit. The game is to be done soon, and we have not come up with any name yet other than the original concept name. I think we should redirect all our focus to come up with something else. I don’t think I can handle this pressure for much longer. I mean, how hard can it be to come up […]
CoC Development Diary #4
Hello there.
Welcome to this week’s development blog for Crown of Creation.
By the way we are still finalizing the name for our game. The current team favorite is Stilia and the Crystal Trees (stilio is spider in Latin). We got this idea from Ori and the Blind Forest.
Since we have our beta presentation on next Monday, the goal for this week is implementing everything we have made since Alpha and make sure the game runs as smoothly as possible.
So my work of […]
CoC Development Diary #4
Hello there.
Welcome to this week’s development blog for Crown of Creation.
By the way we are still finalizing the name for our game. The current team favorite is Stilia and the Crystal Trees (stilio is spider in Latin). We got this idea from Ori and the Blind Forest.
Since we have our beta presentation on next Monday, the goal for this week is implementing everything we have made since Alpha and make sure the game runs as smoothly as possible.
So my work of […]
Finding time
This week it has been a struggle to find time each day to meet up with the group and work due to our not so smart school schedule. Nearly everyday we have lessons at different times of the day. Which means we also start and end at different times.
One example of this could be I might start at 10 and end 12. While the programmers start at 13 and end at 14. And it goes on like that, but […]
Finding time
This week it has been a struggle to find time each day to meet up with the group and work due to our not so smart school schedule. Nearly everyday we have lessons at different times of the day. Which means we also start and end at different times.
One example of this could be I might start at 10 and end 12. While the programmers start at 13 and end at 14. And it goes on like that, but […]
Getting more organized
This week we’ve restructured almost the entirety of our project, and cleaned up a lot of code and assets that were not needed/badly organized.
After a while, assets start piling up, creating redundancy. This can lead to wasted time (while searching for the right assets from perhaps five similarly named yet different assets) and space (obviously). While it takes time to do the cleanup, it eventually gets to the point where it is more efficient to do the cleanup than to […]
Getting more organized
This week we’ve restructured almost the entirety of our project, and cleaned up a lot of code and assets that were not needed/badly organized.
After a while, assets start piling up, creating redundancy. This can lead to wasted time (while searching for the right assets from perhaps five similarly named yet different assets) and space (obviously). While it takes time to do the cleanup, it eventually gets to the point where it is more efficient to do the cleanup than to […]
The Rolling Background.
So, things are starting to slowly come together with the BETA production hitting full steam with assets being implemented left, right and centre. The current pipeline mainly consists of polishing up sprites and taking on board any feedback received through play testing sessions to form a finalised product. With the team’s work coming together we’re starting to have a complete piece that’s taking shape.
One of the main production pieces that us ‘Amarok’ artists have been working on this week has […]
The Rolling Background.
So, things are starting to slowly come together with the BETA production hitting full steam with assets being implemented left, right and centre. The current pipeline mainly consists of polishing up sprites and taking on board any feedback received through play testing sessions to form a finalised product. With the team’s work coming together we’re starting to have a complete piece that’s taking shape.
One of the main production pieces that us ‘Amarok’ artists have been working on this week has […]
Blog Post #4 – Would you kindly answer those questions? Or how to create and interpret a survey for playtesting.
Hello and welcome to this weeks all new Blog post! We are now rapidly approaching the upcoming Beta-presentation of our game Burning Hunt, which will take place next Monday. My team and I are now focusing on finishing and implementing every single remaining artefact from the Backlog. Thanks to a lot of hard work and good planning, it seems like we will be able to reach the Beta milestone quite satisfactory.
The topic I am going to talk about today is how to go about creating […]
Blog Post #4 – Would you kindly answer those questions? Or how to create and interpret a survey for playtesting.
Hello and welcome to this weeks all new Blog post! We are now rapidly approaching the upcoming Beta-presentation of our game Burning Hunt, which will take place next Monday. My team and I are now focusing on finishing and implementing every single remaining artefact from the Backlog. Thanks to a lot of hard work and good planning, it seems like we will be able to reach the Beta milestone quite satisfactory.
The topic I am going to talk about today is how to go about creating […]
Preparation for Presentation
Whaddup,
This monday it is time for the presentation of the Beta version. This will be almost completely the same as the Alpha presentation, except the game should be better (hopefully)!
Now in the post where I talk about my fears of doing presentations I mention that I usually exaggerate in before the presentation. I build it up as if there are 1000 people watching and everyone will judge me if I make a mistake. Due to this of course I […]
Preparation for Presentation
Whaddup,
This monday it is time for the presentation of the Beta version. This will be almost completely the same as the Alpha presentation, except the game should be better (hopefully)!
Now in the post where I talk about my fears of doing presentations I mention that I usually exaggerate in before the presentation. I build it up as if there are 1000 people watching and everyone will judge me if I make a mistake. Due to this of course I […]
FOURTH POST, FISH GAME
Hello again. I am the designer in team shadhavar. Today I will be talking about the parallax background in our game.
When the artists in my team took the task of creating a background image for our game, I told them that it would be nice if they could split all the different elements of the image once they were done. By splitting the final images layers and exporting them separately, it allowed me to recreate the background inside the game […]
FOURTH POST, FISH GAME
Hello again. I am the designer in team shadhavar. Today I will be talking about the parallax background in our game.
When the artists in my team took the task of creating a background image for our game, I told them that it would be nice if they could split all the different elements of the image once they were done. By splitting the final images layers and exporting them separately, it allowed me to recreate the background inside the game […]
Animated Moth
This post I’m going to write more about animation. Besides the flower that I have written about earlier I have now also created animations for our protagonist, the moth, so that it can both fly and die in a nice way, and for the children of the moth so they also can fly.
True to my habits I started even this work by making sketches with pen and paper to get the feel for how I wanted it to […]
Animated Moth
This post I’m going to write more about animation. Besides the flower that I have written about earlier I have now also created animations for our protagonist, the moth, so that it can both fly and die in a nice way, and for the children of the moth so they also can fly.
True to my habits I started even this work by making sketches with pen and paper to get the feel for how I wanted it to […]
Burgers, fries & apples
During monday’s playtesting session, our game received a lot of feedback from all the playtesters which the team appreciates very much. One thing that confused some of the players was the first placeholder for the food. They did not know if it was something good or bad to swim into them because it could also have been some sort of projectile from one of the enemies. My main priority this week was to create new assets for the food drop, […]
Burgers, fries & apples
During monday’s playtesting session, our game received a lot of feedback from all the playtesters which the team appreciates very much. One thing that confused some of the players was the first placeholder for the food. They did not know if it was something good or bad to swim into them because it could also have been some sort of projectile from one of the enemies. My main priority this week was to create new assets for the food drop, […]
Visually representing health.
Picture of the game with the health represented through bottles at the top left the screen.
There are many ways to represent health in games. What we decided upon was representing health visually through bottles. As of this moment we have 5 bottles that constitute 100 hit points of the player character. So each bottles is essentially 1/5 of the player characters health. So if the player has 100 hitpoints and each hit removes 10 each bottle has to indicate that […]
Visually representing health.
Picture of the game with the health represented through bottles at the top left the screen.
There are many ways to represent health in games. What we decided upon was representing health visually through bottles. As of this moment we have 5 bottles that constitute 100 hit points of the player character. So each bottles is essentially 1/5 of the player characters health. So if the player has 100 hitpoints and each hit removes 10 each bottle has to indicate that […]