Monthly Archives: March 2017
Week 5 – Oh god, it’s moving !
Welcome everyone for this last but not the least post !
Today I’m going to talk a bit about the animation I made for our main character. Since I wasn’t the one who made the main character, I decided to keep the same first frame that my teammate Felipe had already done.
I used a frame without the hands because one of the hand is going to be on top of the gun so ot wasn’t important to animate it.
Here is the […]
Week 5 – Oh god, it’s moving !
Welcome everyone for this last but not the least post !
Today I’m going to talk a bit about the animation I made for our main character. Since I wasn’t the one who made the main character, I decided to keep the same first frame that my teammate Felipe had already done.
I used a frame without the hands because one of the hand is going to be on top of the gun so ot wasn’t important to animate it.
Here is the […]
Shields made of FIRE!
So this week has been a week of crunching and getting all the pieces together to complete the big picture. ALL SYSTEMS GOOO! With the days closing ever so rapidly it’s time to get things finished up and have everything together for the final product… EXCITING!!
With this being a busy time I’ve been fluctuating between both, Unity and Photoshop whilst finishing off and implementing all the artefacts needed for the final game.
One of the main jobs that needed redesigning and […]
Shields made of FIRE!
So this week has been a week of crunching and getting all the pieces together to complete the big picture. ALL SYSTEMS GOOO! With the days closing ever so rapidly it’s time to get things finished up and have everything together for the final product… EXCITING!!
With this being a busy time I’ve been fluctuating between both, Unity and Photoshop whilst finishing off and implementing all the artefacts needed for the final game.
One of the main jobs that needed redesigning and […]
Game Development Update #5
Howdy!
Yet another week has passed in developing our glorious game Samsara and I’m here to let you witness the sheer brilliance of my work.
Oh, thee Lord hath spoken! Please, enlighten us humble peasants.
Thine wish shall be granted.
This week I’ve once again indulged myself in the wonderful art of level design. This time around I’ve dived deeper into the intricacies of level design in comparison to last time. I’ve made a handful of improvements to the spawn patterns.
I’ve mainly experimented with […]
Game Development Update #5
Howdy!
Yet another week has passed in developing our glorious game Samsara and I’m here to let you witness the sheer brilliance of my work.
Oh, thee Lord hath spoken! Please, enlighten us humble peasants.
Thine wish shall be granted.
This week I’ve once again indulged myself in the wonderful art of level design. This time around I’ve dived deeper into the intricacies of level design in comparison to last time. I’ve made a handful of improvements to the spawn patterns.
I’ve mainly experimented with […]
A-fish, a-fish, a-fishy FRENZY
This post will be about our frenzy powerup in the game, what it does and what I have contributed to it.
When killing enough fish the meter in the top center of the screen will indicate that the powerup is ready to use, both visually and through sound.
When the bar starts to fill up it pulsates in the same tempo as the background music, this both makes it easy to spot and also gives additional flow to the game. Inside the […]
A-fish, a-fish, a-fishy FRENZY
This post will be about our frenzy powerup in the game, what it does and what I have contributed to it.
When killing enough fish the meter in the top center of the screen will indicate that the powerup is ready to use, both visually and through sound.
When the bar starts to fill up it pulsates in the same tempo as the background music, this both makes it easy to spot and also gives additional flow to the game. Inside the […]
Bits and Pieces: Logo design, Gate animation, Sonar Projectile
2017-03-12
This blog post will detail some of the past weeks work. It will be less focused on a single asset compared to earlier posts, instead I will go over some bits and pieces that I’ve chewed through leading up to the final week of this project.
Logo Design
Throughout the project Team Rukh has always been a very close-knit group, both cohesive and productive. However, something has always been amiss… A symbol to rally around. A mark of some kind, to inspire […]
Bits and Pieces: Logo design, Gate animation, Sonar Projectile
2017-03-12
This blog post will detail some of the past weeks work. It will be less focused on a single asset compared to earlier posts, instead I will go over some bits and pieces that I’ve chewed through leading up to the final week of this project.
Logo Design
Throughout the project Team Rukh has always been a very close-knit group, both cohesive and productive. However, something has always been amiss… A symbol to rally around. A mark of some kind, to inspire […]
Crown of Creation, The Menu!
So, my mission was create the buttons for the main menu. Our first idea of how the menu was to look was that we had the large picture of the tree in the middle, and then we’d place one button on each branch. The main focus in the game is basically crystals, they represent energy and life, and they are all around you when you play. I figured I would make the buttons into crystals.
The style I used was inspired […]
Crown of Creation, The Menu!
So, my mission was create the buttons for the main menu. Our first idea of how the menu was to look was that we had the large picture of the tree in the middle, and then we’d place one button on each branch. The main focus in the game is basically crystals, they represent energy and life, and they are all around you when you play. I figured I would make the buttons into crystals.
The style I used was inspired […]
Blog 09-03-2017 Daniel Ahlberg 2
During this blog, i will be discussing why we picked the power up of the pinata, what power up does, and the design of each power up.
In the original concept of the game, the way for the player to be rewarded for his actions of transforming the enemies to his side was a gradual increment of the abilities of the unicorn. We decided to keep that idea for the final version of the game, with satan getting more and more […]
Blog 09-03-2017 Daniel Ahlberg 2
During this blog, i will be discussing why we picked the power up of the pinata, what power up does, and the design of each power up.
In the original concept of the game, the way for the player to be rewarded for his actions of transforming the enemies to his side was a gradual increment of the abilities of the unicorn. We decided to keep that idea for the final version of the game, with satan getting more and more […]
Post #4 – Blood and Bones
This week was the week directly after our alpha play test. After showcasing our game to our fellow peers and the teachers we had received a lot of positive feedback and constructive criticism. Noting every valuable piece of commentary we set about to fix and change what was recommended of us. Working in the F building with my game designer Joel I decided to take up the task of creating art assets that would be used as death animations. The […]
Post #4 – Blood and Bones
This week was the week directly after our alpha play test. After showcasing our game to our fellow peers and the teachers we had received a lot of positive feedback and constructive criticism. Noting every valuable piece of commentary we set about to fix and change what was recommended of us. Working in the F building with my game designer Joel I decided to take up the task of creating art assets that would be used as death animations. The […]
Pre-Post-Mortem
This week concludes the series of blog posts about “Burn Witch, Burn!”. As such, I felt that a retrospective post is justified, even though the development process continues for another week. Being the lead coder in our group I’m going to focus on that aspect of the project.
The project was my first in Unity and C#, resulting in some hurdles that had to be overcome, or dragged along to the finish line. In C++ the #include directive is used to […]
Pre-Post-Mortem
This week concludes the series of blog posts about “Burn Witch, Burn!”. As such, I felt that a retrospective post is justified, even though the development process continues for another week. Being the lead coder in our group I’m going to focus on that aspect of the project.
The project was my first in Unity and C#, resulting in some hurdles that had to be overcome, or dragged along to the finish line. In C++ the #include directive is used to […]
HUD Creation
Last week I talked about the design decisions for the GUI I created for our game in development, and promised to continue from where I stopped, by talking about how I created the HUD and the stages this task went through.
Basically, the reasons why the HUD design looks as it is now (displayed in Fig1) is almost the same as some of those for the GUI so I won’t be talking in details about that as much as explaining what […]
HUD Creation
Last week I talked about the design decisions for the GUI I created for our game in development, and promised to continue from where I stopped, by talking about how I created the HUD and the stages this task went through.
Basically, the reasons why the HUD design looks as it is now (displayed in Fig1) is almost the same as some of those for the GUI so I won’t be talking in details about that as much as explaining what […]
Game Production Diary 5
For this week’s post, I’d like to write about my design of the boss arena, the interior and the end of our game.
For those of you who didn’t read my previous posts, where I think I mention the general ideas behind our game: my team is designing a game that will consist of the only level. Basicly, we try to deliver the whole narrative in one experience. Because of that, we need to finish our story after ending the only […]
Game Production Diary 5
For this week’s post, I’d like to write about my design of the boss arena, the interior and the end of our game.
For those of you who didn’t read my previous posts, where I think I mention the general ideas behind our game: my team is designing a game that will consist of the only level. Basicly, we try to deliver the whole narrative in one experience. Because of that, we need to finish our story after ending the only […]
Helping out the group
During these last weeks me and some other people from my group have had problems to reach 20 hours of working time. Not like we havent had that before, but this time it’s more than usual. We were nearly basically finished with our game and the two pogrammers barely had anything left to do but to fix some minor buggs or try to improve things that already work.
The only thing left to be implemented was the boss. Basically, everything is […]
Helping out the group
During these last weeks me and some other people from my group have had problems to reach 20 hours of working time. Not like we havent had that before, but this time it’s more than usual. We were nearly basically finished with our game and the two pogrammers barely had anything left to do but to fix some minor buggs or try to improve things that already work.
The only thing left to be implemented was the boss. Basically, everything is […]