Monthly Archives: March 2017

Moth game: Clues

What now?
Most of the mechanics in our game are finished, and we’re getting close to the final deadline. What’s left is polishing the experience of the mechanics, so that the player knows what to do and can feel a sense of progression. One particularily confusing situation players would face in our game was encountering breakable and openable branches. This was clear during beta playtesting, where we would see players bump into the branches, not aware of how to break through. […]

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Program: Programming

Moth game: Clues

What now?
Most of the mechanics in our game are finished, and we’re getting close to the final deadline. What’s left is polishing the experience of the mechanics, so that the player knows what to do and can feel a sense of progression. One particularily confusing situation players would face in our game was encountering breakable and openable branches. This was clear during beta playtesting, where we would see players bump into the branches, not aware of how to break through. […]

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Program: Programming

Playtest and Polish

Hello and welcome to this week’s blog post!
This week started out with the alpha presentation which went really well I believe, we kept it fairly short and sweet and did not recieve many questions at all which I would assume means that people understood what we are doing with the game. I saw it as a positive and I hope it was a positive! We got some feedback on the obstacles we had which we will take into consideration and […]

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Playtest and Polish

Hello and welcome to this week’s blog post!
This week started out with the alpha presentation which went really well I believe, we kept it fairly short and sweet and did not recieve many questions at all which I would assume means that people understood what we are doing with the game. I saw it as a positive and I hope it was a positive! We got some feedback on the obstacles we had which we will take into consideration and […]

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Blog 5

I am not sure how many people talk about the backlog, but I am going to do it now.
The backlog is an excel document that we use to track the project development. It is a tool used to track what has been done, what is being done, and what needs to be done. Items need to be prioritized and deadlines must be set. Once a week, the group and I decide on tasks that need to be done. The backlog […]

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Blog 5

I am not sure how many people talk about the backlog, but I am going to do it now.
The backlog is an excel document that we use to track the project development. It is a tool used to track what has been done, what is being done, and what needs to be done. Items need to be prioritized and deadlines must be set. Once a week, the group and I decide on tasks that need to be done. The backlog […]

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Saving, Loading, Scoring

As a last post / update on this project I’ll tell you about the very last work I have had to focus on during this past week. And that is scoring, and the ability to save and load these scores.
For anyone who hasn’t followed these post: We are currently in the process of developing a small endless shooter, which we’ve now given the name “Burn Cube Burn”. Players in this game must survive an endless onslaught of evil cubes, hellbent […]

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Program: Programming

Saving, Loading, Scoring

As a last post / update on this project I’ll tell you about the very last work I have had to focus on during this past week. And that is scoring, and the ability to save and load these scores.
For anyone who hasn’t followed these post: We are currently in the process of developing a small endless shooter, which we’ve now given the name “Burn Cube Burn”. Players in this game must survive an endless onslaught of evil cubes, hellbent […]

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Program: Programming

Balancing and designing weapons

 
So this week began with our beta presentation that went really well and our game was well received by the audience.  We noticed that the different weapons had a positive effect. This is something that our group have had in mind throughout the entire production.
Our aesthetic goal and our lead word trough the project was feedback and that it feels good to play the game. And the biggest part of that is weapons and how they handle. Since shooting and […]

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Balancing and designing weapons

 
So this week began with our beta presentation that went really well and our game was well received by the audience.  We noticed that the different weapons had a positive effect. This is something that our group have had in mind throughout the entire production.
Our aesthetic goal and our lead word trough the project was feedback and that it feels good to play the game. And the biggest part of that is weapons and how they handle. Since shooting and […]

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Guiuiui

Hey people,
today I’m going to talk about an alternative UI design I made for our game, for an assignment.
I’ll show you my process in making a interactive menu interface with a coherent artsyle. First of I wanted it to be very organic and directly implement it in the tree of the menu. I’m going to show it to you so you have a clearer idea of what I mean.
Here it is:

I liked how it looked on the tree but immediately […]

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Program: Graphics

Guiuiui

Hey people,
today I’m going to talk about an alternative UI design I made for our game, for an assignment.
I’ll show you my process in making a interactive menu interface with a coherent artsyle. First of I wanted it to be very organic and directly implement it in the tree of the menu. I’m going to show it to you so you have a clearer idea of what I mean.
Here it is:

I liked how it looked on the tree but immediately […]

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Program: Graphics

Working in group.

Hello!
During this past week of development, I have mainly continued to work on the level art for our game, with the hope of taking some of the work off of my graphics artists shoulders.
However, given the fact that i have already dedicated two previous blogposts towards explaining the process of creating level assets in photoshop, i decided to write this post about something a little different.
That thing being the importance of working together as a team. More specifically, having workshop-style […]

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Working in group.

Hello!
During this past week of development, I have mainly continued to work on the level art for our game, with the hope of taking some of the work off of my graphics artists shoulders.
However, given the fact that i have already dedicated two previous blogposts towards explaining the process of creating level assets in photoshop, i decided to write this post about something a little different.
That thing being the importance of working together as a team. More specifically, having workshop-style […]

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Sloppy Finish

This week’s blog post is going to be a special one.
And by “special” I mean even more boring than the ones before – or more interesting, depending on your outlook and your role in game development -, because it deals with the phase of production that can be the most scary and the most mundane at the same time: The homestretch; the finish line; the final stage.
At this point, apart from minor things, the game is basically done – speaking […]

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Program: Graphics

Sloppy Finish

This week’s blog post is going to be a special one.
And by “special” I mean even more boring than the ones before – or more interesting, depending on your outlook and your role in game development -, because it deals with the phase of production that can be the most scary and the most mundane at the same time: The homestretch; the finish line; the final stage.
At this point, apart from minor things, the game is basically done – speaking […]

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Program: Graphics

Post #5 – Pufferfish

 
With two weeks to go till the finalization of our game it was time to get to get down to business. Never have we been so busy busting our asses off to race to the finish. With the implementation of a third enemy it meant that artwork would need to get done. Along with the artwork meant animation and more work. After our game designer came up with the third enemy it was time for me to get down to […]

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Program: Graphics

Post #5 – Pufferfish

 
With two weeks to go till the finalization of our game it was time to get to get down to business. Never have we been so busy busting our asses off to race to the finish. With the implementation of a third enemy it meant that artwork would need to get done. Along with the artwork meant animation and more work. After our game designer came up with the third enemy it was time for me to get down to […]

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Program: Graphics

The Illusion of Progress

I thought I had run out of things to talk about by this point, but of course by given how creative I am, there’s at least one more thing worth writing a blog post about.
Creativity doesn’t equal great so I’m not certain if this’ll be an interesting read, but let’s see how my blog writing can save it!
In Spirits of The Shogun when outside of fighting, the background scrolls with a parallax effect whenever the player pushes against the right boundary. […]

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Program: Programming

The Illusion of Progress

I thought I had run out of things to talk about by this point, but of course by given how creative I am, there’s at least one more thing worth writing a blog post about.
Creativity doesn’t equal great so I’m not certain if this’ll be an interesting read, but let’s see how my blog writing can save it!
In Spirits of The Shogun when outside of fighting, the background scrolls with a parallax effect whenever the player pushes against the right boundary. […]

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Program: Programming

Week 7

Wrapping it Up
Soo, this is our last full week before the deadline of the project next Thursday. We have sat an internal deadline for ourselves on Monday when we want everything to be done, so that we can spend the last couple of days to do all the last minute polish and make sure the game works like we want it to. As project manager, my responsibilities at the moment mostly consist of doing my best to help out where […]

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Week 7

Wrapping it Up
Soo, this is our last full week before the deadline of the project next Thursday. We have sat an internal deadline for ourselves on Monday when we want everything to be done, so that we can spend the last couple of days to do all the last minute polish and make sure the game works like we want it to. As project manager, my responsibilities at the moment mostly consist of doing my best to help out where […]

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Enemy death sprite

We decided in the group that we would not have a death animation for the enemy fish, instead we would have some particle effects where the enemy would explode into a cloud of skeleton bits. So to begin with I made a lot of different skeleton parts so that we would have a few different options. I also made some different cloud sprites that we could use to make it seem like the fish exploded. These didn’t feel necessary in […]

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Program: Graphics

Enemy death sprite

We decided in the group that we would not have a death animation for the enemy fish, instead we would have some particle effects where the enemy would explode into a cloud of skeleton bits. So to begin with I made a lot of different skeleton parts so that we would have a few different options. I also made some different cloud sprites that we could use to make it seem like the fish exploded. These didn’t feel necessary in […]

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Program: Graphics