Daily Archives: March 9, 2017
Game Design 2 – The Sprint
Thoughts about our decision before the upcoming deadline.
Game Design 2 – The Sprint
Thoughts about our decision before the upcoming deadline.
Blog 5
This week I have been reworking the main character in our game. As I previously mentioned, our other artist recently left, and she was the one who made the main concept and sprite for the character. However, now when we are approaching the end of the project we see that we need to rework some of the assets.
The original concept document said that the main character was supposed to be an elderly woman. We decided to stick with this concept.
However, […]
Blog 5
This week I have been reworking the main character in our game. As I previously mentioned, our other artist recently left, and she was the one who made the main concept and sprite for the character. However, now when we are approaching the end of the project we see that we need to rework some of the assets.
The original concept document said that the main character was supposed to be an elderly woman. We decided to stick with this concept.
However, […]
Blog 5: NPC
This week’s feature is a NPC
NPCs, short for Non Playable Character, is a staple of any game. They’re there to enhance the player’s experience of the game and therefore there exists one NPC in our game as well.
In our game Echo, which is a 2D top down view of a mother moth trying to look for its children, we have two distinct enemies – the wasp and the frog. The wasp is easily identifiable as an enemy as it chases […]
Blog 5: NPC
This week’s feature is a NPC
NPCs, short for Non Playable Character, is a staple of any game. They’re there to enhance the player’s experience of the game and therefore there exists one NPC in our game as well.
In our game Echo, which is a 2D top down view of a mother moth trying to look for its children, we have two distinct enemies – the wasp and the frog. The wasp is easily identifiable as an enemy as it chases […]
Creating a cutscene
A cutscene was something that my team wanted to have in order to explain how the main character, Gillis, escapes from being burnt on the stake. The project manager of our team wrote down a script with the storyboard of each frame, and I went on with drawing rough sketches of the perspective, composition and lighting of each frame in Photoshop. Since there were quite the amount of frames I had to draw, I knew from the start that I […]
Creating a cutscene
A cutscene was something that my team wanted to have in order to explain how the main character, Gillis, escapes from being burnt on the stake. The project manager of our team wrote down a script with the storyboard of each frame, and I went on with drawing rough sketches of the perspective, composition and lighting of each frame in Photoshop. Since there were quite the amount of frames I had to draw, I knew from the start that I […]
The Creative Process
Hello and welcome to the 5th and last blog post from this course, Game Design 2.
This time I’m going to give you a deeper look at my creative process. More specifically, I’m going to talk a bit more in detail about how I created this weeks asset: The King.
The King was designed to play a passive role in the game. However, in the original concept he plays the role as the last boss. But we had another idea. The encounter will […]
The Creative Process
Hello and welcome to the 5th and last blog post from this course, Game Design 2.
This time I’m going to give you a deeper look at my creative process. More specifically, I’m going to talk a bit more in detail about how I created this weeks asset: The King.
The King was designed to play a passive role in the game. However, in the original concept he plays the role as the last boss. But we had another idea. The encounter will […]
Creating the soundscape
In addition to being a programmer for the game, I was also designated Lead sound. While I’ve been mostly focused on the coding, I’ve also tried to think about what the soundscape of the game should be. I have some slight previous experience in making music and soundeffects in a program called sunvox, which is a tracker (modular synthesizer with pattern-based sequencer).
The Sunvox tracker
I wanted to make sure that all sounds in the game where consistent for […]
Creating the soundscape
In addition to being a programmer for the game, I was also designated Lead sound. While I’ve been mostly focused on the coding, I’ve also tried to think about what the soundscape of the game should be. I have some slight previous experience in making music and soundeffects in a program called sunvox, which is a tracker (modular synthesizer with pattern-based sequencer).
The Sunvox tracker
I wanted to make sure that all sounds in the game where consistent for […]
Reworked HUD with a reticle
Our game is nearing its finished state, and we have been working hard on polishing the features. Earlier I wrote about a working on the HUD, and how we were thinking of adding a reticle which would display the cooldowns in a more intuitive way. So I worked on that a bit.
We received a lot of feedback that our teleport cooldown was not visible, as it was in the bottom left corner, so we wanted that to be on the […]
Reworked HUD with a reticle
Our game is nearing its finished state, and we have been working hard on polishing the features. Earlier I wrote about a working on the HUD, and how we were thinking of adding a reticle which would display the cooldowns in a more intuitive way. So I worked on that a bit.
We received a lot of feedback that our teleport cooldown was not visible, as it was in the bottom left corner, so we wanted that to be on the […]
Trail and Animation
This week I have been doing some work on expanding the enemy waves, adding in a trail effect on the 3rd enemy’s bullets so that they are easier to see and an animation for the chest that we are now using for the power-up to spawn in.
The work I did in trail effect was to do some research into what would be the easiest way to do something like this. As I have been coding a fair bit the last […]
Trail and Animation
This week I have been doing some work on expanding the enemy waves, adding in a trail effect on the 3rd enemy’s bullets so that they are easier to see and an animation for the chest that we are now using for the power-up to spawn in.
The work I did in trail effect was to do some research into what would be the easiest way to do something like this. As I have been coding a fair bit the last […]
A blog: Part 5 – The Final One
This week has been one of polishing, and UI creation for us that do the graphics in team Dragon. With the project getting extremely close to its deadline, we have enacted a feature freeze within the project. We will not be adding anything new but rather focus on balancing and polishing what we have, this means that we have time to work on the art that has been lacking the most: the main menu and UI.
One of the most pressing […]
A blog: Part 5 – The Final One
This week has been one of polishing, and UI creation for us that do the graphics in team Dragon. With the project getting extremely close to its deadline, we have enacted a feature freeze within the project. We will not be adding anything new but rather focus on balancing and polishing what we have, this means that we have time to work on the art that has been lacking the most: the main menu and UI.
One of the most pressing […]
The justification for removing the infernal split screen.
In this blog i will talk about why we decided to remove the split screen aspect from our game. As i’ve said in other blogs; the game concept we chose for our shooter was “Bullet_Hack” which had the main theme of split screen.
In the beginning we tried to keep as close to the concept as we could, but after failing at maknig the split screen as it was described in the document we moved away from the idea and tried […]
The justification for removing the infernal split screen.
In this blog i will talk about why we decided to remove the split screen aspect from our game. As i’ve said in other blogs; the game concept we chose for our shooter was “Bullet_Hack” which had the main theme of split screen.
In the beginning we tried to keep as close to the concept as we could, but after failing at maknig the split screen as it was described in the document we moved away from the idea and tried […]
A blog: Part 5 – The Final One
This week has been one of polishing, and UI creation for us that do the graphics in team Dragon. With the project getting extremely close to its deadline, we have enacted a feature freeze within the project. We will not be adding anything new but rather focus on balancing and polishing what we have, this means that we have time to work on the art that has been lacking the most: the main menu and UI.
One of the most pressing […]
A blog: Part 5 – The Final One
This week has been one of polishing, and UI creation for us that do the graphics in team Dragon. With the project getting extremely close to its deadline, we have enacted a feature freeze within the project. We will not be adding anything new but rather focus on balancing and polishing what we have, this means that we have time to work on the art that has been lacking the most: the main menu and UI.
One of the most pressing […]
Bypassing Unity’s faults
Our game is down to just polish now, so we are focusing on making everything be as good looking and bug-free as possible. One of the issues I mentioned last week was that for some reason unity refused to change the color of game objects which had an Animator attached to them. Luckily I found a way to remedy this problem.
While Unity refused to change the regular R, G, B settings of the color of the object, bizarrely enough, it […]
Bypassing Unity’s faults
Our game is down to just polish now, so we are focusing on making everything be as good looking and bug-free as possible. One of the issues I mentioned last week was that for some reason unity refused to change the color of game objects which had an Animator attached to them. Luckily I found a way to remedy this problem.
While Unity refused to change the regular R, G, B settings of the color of the object, bizarrely enough, it […]