Monthly Archives: March 2017
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 […]
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 […]
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 […]
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 […]
Stick To It
This week has been rather slow. I’ve been quite sick this week. In fact it has been one of the worse illnesses I’ve had in quite a while. As a result, it drastically effected my work hours for this week. was planning to finish the openable object for the game this week, which is a large thick branch. However due to this illness, I’ve only managed to draw different rough concept sketches.
The rough sketches themselves is not enough material to […]
Stick To It
This week has been rather slow. I’ve been quite sick this week. In fact it has been one of the worse illnesses I’ve had in quite a while. As a result, it drastically effected my work hours for this week. was planning to finish the openable object for the game this week, which is a large thick branch. However due to this illness, I’ve only managed to draw different rough concept sketches.
The rough sketches themselves is not enough material to […]
Thoughs on my leadership
Today’s Blogpost
Since this will be one of my last posts for awhile I was considering doing this as a recap of what I have done good and what I need to improve for next time.
First of all I think that my team has made a good game and that I feel proud to have been part of that team. The effort and dedication they have put in to make it possible is something I admire and feel will make them […]
Thoughs on my leadership
Today’s Blogpost
Since this will be one of my last posts for awhile I was considering doing this as a recap of what I have done good and what I need to improve for next time.
First of all I think that my team has made a good game and that I feel proud to have been part of that team. The effort and dedication they have put in to make it possible is something I admire and feel will make them […]
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 […]
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 […]
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. […]
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. […]
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 […]
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 […]
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 […]
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 […]
Designing the weapons and the thoughts behind them
For this week’s blog post, I will discuss the weapons in our game and how we’ve designed them, some discussions about them that we’ve had before and what we are planning on implementing.
We have for different kinds of weapons implemented in the game, and they all have different functionalities and they all look visually different. This was important to me because I want the player to be able to separate the weapons easily whilst playing.
The weapons we have are a […]
Designing the weapons and the thoughts behind them
For this week’s blog post, I will discuss the weapons in our game and how we’ve designed them, some discussions about them that we’ve had before and what we are planning on implementing.
We have for different kinds of weapons implemented in the game, and they all have different functionalities and they all look visually different. This was important to me because I want the player to be able to separate the weapons easily whilst playing.
The weapons we have are a […]
Make it Stick
This monday the beta presentation was completed and the entirety of sunday was spent on setting up the game in a presentable state. Many issues had to be addressed, levels had to be playtested, bosses had to be implemented and bug fixed, sounds were missing and etc. We are currently in a state where the game functions as well it can and the focus is now on filling in the blanks.
However, some small changes has also been made. For […]
Make it Stick
This monday the beta presentation was completed and the entirety of sunday was spent on setting up the game in a presentable state. Many issues had to be addressed, levels had to be playtested, bosses had to be implemented and bug fixed, sounds were missing and etc. We are currently in a state where the game functions as well it can and the focus is now on filling in the blanks.
However, some small changes has also been made. For […]
Adding Checkpoints to the Levels
At the beginning of the week my group and I decided to make longer levels, a reason for this is that we only aim to have two levels and as such they will need to be a bit longer. As a result of this discussion, I realized that we needed a “checkpoint” system so that the player won’t have to restart from the beginning of the level if they die. Since the programmers already had their hands full with fixing & polishing […]
Adding Checkpoints to the Levels
At the beginning of the week my group and I decided to make longer levels, a reason for this is that we only aim to have two levels and as such they will need to be a bit longer. As a result of this discussion, I realized that we needed a “checkpoint” system so that the player won’t have to restart from the beginning of the level if they die. Since the programmers already had their hands full with fixing & polishing […]