Daily Archives: March 3, 2017

The Boss Core

With little time to spare we forged on this week in order to complete the game’s features and have them working to fulfill beta. We identified the missing parts as sprites, sounds, background and the final boss. Since powerups and changes to shooting has been made from the beginning of the project, the boss has been on the backburner for a long time. Now that we have them where we want them, it’s was well overdue to complete the design […]

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Program: Game Design

The Boss Core

With little time to spare we forged on this week in order to complete the game’s features and have them working to fulfill beta. We identified the missing parts as sprites, sounds, background and the final boss. Since powerups and changes to shooting has been made from the beginning of the project, the boss has been on the backburner for a long time. Now that we have them where we want them, it’s was well overdue to complete the design […]

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Program: Game Design

Camera Movement

This week I’ve been working on our game’s camera. It’s heavily inspired on the camera behaviors of games like Zelda or Metroidvania. It basically follows the player until it hits the boundary of a room where it then stops. If the player enters another room from there, the camera will transition over to the new room and then follow that room’s boundaries.
I created this because once more we in our group have decided to re-design a few things. As we […]

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Program: Programming

Camera Movement

This week I’ve been working on our game’s camera. It’s heavily inspired on the camera behaviors of games like Zelda or Metroidvania. It basically follows the player until it hits the boundary of a room where it then stops. If the player enters another room from there, the camera will transition over to the new room and then follow that room’s boundaries.
I created this because once more we in our group have decided to re-design a few things. As we […]

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Program: Programming

Level Design and wave patterns

Hello
 
So this week started with the playtest were we got some good feedback. We got a feeling on what´s good and what’s needs improvement. One of the points we got and agreed on was how the enemy waves spawned and the overall raise of difficulty in the game.  So this week I have tried to design good waves so the game have a good raise in tempo and difficulty.
The execution of this was easy since our programmer made it super […]

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Level Design and wave patterns

Hello
 
So this week started with the playtest were we got some good feedback. We got a feeling on what´s good and what’s needs improvement. One of the points we got and agreed on was how the enemy waves spawned and the overall raise of difficulty in the game.  So this week I have tried to design good waves so the game have a good raise in tempo and difficulty.
The execution of this was easy since our programmer made it super […]

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Even more animations

So, this week has been full of animations since that was the only thing that was left to implement before the beta.
Since we are using Anima 2D in unity it made it easy to move between the animations, if you need to change anything or make a new animation or pose then you can just move the bones and you have a new pose. But the problem with this is making a clip-doll that can be bent in this […]

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Program: Graphics

Even more animations

So, this week has been full of animations since that was the only thing that was left to implement before the beta.
Since we are using Anima 2D in unity it made it easy to move between the animations, if you need to change anything or make a new animation or pose then you can just move the bones and you have a new pose. But the problem with this is making a clip-doll that can be bent in this […]

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Program: Graphics

Ricochet Projectile

This week I worked on, among other things, a power up which, when activated, launches a projectile which ricochets off of the sceen boundary and all enemies. It damages all enemies it collides with and stops bouncing around after a set period of time.
The design thought behind the projectile is to add power ups that encourage skillful usage of them. When an enemy drops a powerup, it drops three which all go in separate directions.
(The image above shows the three […]

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Program: Programming

Ricochet Projectile

This week I worked on, among other things, a power up which, when activated, launches a projectile which ricochets off of the sceen boundary and all enemies. It damages all enemies it collides with and stops bouncing around after a set period of time.
The design thought behind the projectile is to add power ups that encourage skillful usage of them. When an enemy drops a powerup, it drops three which all go in separate directions.
(The image above shows the three […]

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Program: Programming

Adding new sounds – Week 4

Hello and welcome to my blog.
This Monday we had the beta playtesting where we had to show our improved game since the last playtesting. The feedback was a lot better than the last one due to the fact that, people actually gave us a feedback on the things we already had implemented into the game, instead of writing what they would like to see.
I was pleased to see that we got a really positive feedback regarding the sounds in the […]

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Program: Programming

Adding new sounds – Week 4

Hello and welcome to my blog.
This Monday we had the beta playtesting where we had to show our improved game since the last playtesting. The feedback was a lot better than the last one due to the fact that, people actually gave us a feedback on the things we already had implemented into the game, instead of writing what they would like to see.
I was pleased to see that we got a really positive feedback regarding the sounds in the […]

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Program: Programming

Missing pieces

In my last post, I discussed our game’s lack of an engaging central challenge (or at least that was what I was getting at). Since then, I’ve been trying to figure out what that engaging central challenge could be.
There were a number of possible answers, the most obvious being to throw in a bunch of enemies to give the player an immediate threat to avoid. This is a tried and tested way of making games ”fun”, which, I […]

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Program: Game Design

Missing pieces

In my last post, I discussed our game’s lack of an engaging central challenge (or at least that was what I was getting at). Since then, I’ve been trying to figure out what that engaging central challenge could be.
There were a number of possible answers, the most obvious being to throw in a bunch of enemies to give the player an immediate threat to avoid. This is a tried and tested way of making games ”fun”, which, I […]

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Program: Game Design

Animating using Anima2D in Unity.

Hello readers. I’m getting really bad with keeping promises from previous weeks. Last week I mentioned how to make a seemingless background, well that won’t happen this week! Instead… This post will be about how to add bones to 2D meshes and how the animation process is with the help of Anima2D(A Unity program found in the asset store).
As I just wrote, this week I have been rigging and animating our existing sprites to make them look more alive. I […]

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Animating using Anima2D in Unity.

Hello readers. I’m getting really bad with keeping promises from previous weeks. Last week I mentioned how to make a seemingless background, well that won’t happen this week! Instead… This post will be about how to add bones to 2D meshes and how the animation process is with the help of Anima2D(A Unity program found in the asset store).
As I just wrote, this week I have been rigging and animating our existing sprites to make them look more alive. I […]

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Reacting to Feedback

A continuation on my previous blog post.
First of all, we had issues with Unity Collaboration once again (whoever saw my Alpha-presentation knows what I am on about, also mentioned in my blog earlier). The project updated poorly and caused the game to crash on one of the computers. Of course, this brought negative feedback that we later on filtered out.
To conquer this issue once and for all I decided that the weekend before any presentation showcasing the game our programmer […]

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Reacting to Feedback

A continuation on my previous blog post.
First of all, we had issues with Unity Collaboration once again (whoever saw my Alpha-presentation knows what I am on about, also mentioned in my blog earlier). The project updated poorly and caused the game to crash on one of the computers. Of course, this brought negative feedback that we later on filtered out.
To conquer this issue once and for all I decided that the weekend before any presentation showcasing the game our programmer […]

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Knights’ Knowledge

In this blog I’ve written about the teleportation mechanic and it’s dynamics. Last week I introduced the knight, which is an enemy that blocks the player’s shots from the front with a shield and needs to be teleported behind of to strike the vulnerable back.

The behavior of the knight is similar to other enemies’ and thus didn’t require much work. Only a few variables were tweaked in the inspector to suit the knight’s attributes, slow and sturdy.
An obstacle was met […]

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Program: Programming

Knights’ Knowledge

In this blog I’ve written about the teleportation mechanic and it’s dynamics. Last week I introduced the knight, which is an enemy that blocks the player’s shots from the front with a shield and needs to be teleported behind of to strike the vulnerable back.

The behavior of the knight is similar to other enemies’ and thus didn’t require much work. Only a few variables were tweaked in the inspector to suit the knight’s attributes, slow and sturdy.
An obstacle was met […]

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Program: Programming

#4 Preparing for the end means preparing for a new beginning

Working within a project has a powerful effect on team members. As a project draws near you come closer and closer to the defining moment when it ends. It is both a cheerful experience if the project is brought to completion, but also a time of loss. In a project we build up an identity and a role. We create a structure and purpose that is tightly connected to what we do. It is our routine and objective. The more […]

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#4 Preparing for the end means preparing for a new beginning

Working within a project has a powerful effect on team members. As a project draws near you come closer and closer to the defining moment when it ends. It is both a cheerful experience if the project is brought to completion, but also a time of loss. In a project we build up an identity and a role. We create a structure and purpose that is tightly connected to what we do. It is our routine and objective. The more […]

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GUI Draft Design

I’ve been working lately on designing a user interface for our game in development. It is as well a deliverable for our 2D2 class in our minor program as graphic design students. To design a user interface, you need to take into consideration the theme of your game, its type, the art style used in it, and also making things noticeable without affecting the visibility of the game.
The game I’m part of its development team is about a kid’s nightmare […]

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Program: Graphics

GUI Draft Design

I’ve been working lately on designing a user interface for our game in development. It is as well a deliverable for our 2D2 class in our minor program as graphic design students. To design a user interface, you need to take into consideration the theme of your game, its type, the art style used in it, and also making things noticeable without affecting the visibility of the game.
The game I’m part of its development team is about a kid’s nightmare […]

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Program: Graphics