Monthly Archives: March 2017
Designer of name
Hi, it is I, the Designer of time. Continuing figure out a name for our game even as I write this blog post. (Something with moth in it perhaps.) Finally, the rest of my team have realized the importance of a new name for the game. (There could also be ”light” in the name, as that is one of the base mechanics of the game.) I mean, the name of the game is the first thing the player is going […]
Designer of name
Hi, it is I, the Designer of time. Continuing figure out a name for our game even as I write this blog post. (Something with moth in it perhaps.) Finally, the rest of my team have realized the importance of a new name for the game. (There could also be ”light” in the name, as that is one of the base mechanics of the game.) I mean, the name of the game is the first thing the player is going […]
Week 5 – The GUI
Week 5 has come to an end and I can easily say that this has been the most stressful week thus far.
With the Beta deadline passed and about one and a half week left till the final deadline we thought we would have a rather easy week ahead of us, mainly finalizing some stuff and doing minor changes. However there was one obstacle in the way for us art students before we could actually start working on those things and […]
Week 5 – The GUI
Week 5 has come to an end and I can easily say that this has been the most stressful week thus far.
With the Beta deadline passed and about one and a half week left till the final deadline we thought we would have a rather easy week ahead of us, mainly finalizing some stuff and doing minor changes. However there was one obstacle in the way for us art students before we could actually start working on those things and […]
I maed a baos.
This week I animated the boss for our game.
It’s a weak creature who hides behind its army of minions and its elemental shields.
It’s also very evil, as you can see from the way it’s rubbing its hands together.
During the boss fight the boss’ shield will switch between different elements. The player will have to survive against enemies until they get the right weapon for the right elemental shield. I have also been working on the sprites for these shields, but […]
I maed a baos.
This week I animated the boss for our game.
It’s a weak creature who hides behind its army of minions and its elemental shields.
It’s also very evil, as you can see from the way it’s rubbing its hands together.
During the boss fight the boss’ shield will switch between different elements. The player will have to survive against enemies until they get the right weapon for the right elemental shield. I have also been working on the sprites for these shields, but […]
Title-Screen Buttons
I have worked on making a series of buttons for the title screen of our thus-far nameless game based upon the “Echo” concept document.
Ours is a game that takes place in nature, and I wanted the title-screen to be reflective of this. I made the buttons to be in the shape of leaves, partly to match the aforementioned nature-theme, but also simply because I like the vibrant green color and the pattern of the veins within them. I went specifically […]
Title-Screen Buttons
I have worked on making a series of buttons for the title screen of our thus-far nameless game based upon the “Echo” concept document.
Ours is a game that takes place in nature, and I wanted the title-screen to be reflective of this. I made the buttons to be in the shape of leaves, partly to match the aforementioned nature-theme, but also simply because I like the vibrant green color and the pattern of the veins within them. I went specifically […]
Beta-Presenation
Week 8 has been interesting, the week started off with me presenting what we had done since the alpha in our beta. The presentation focused on what had gone better since last time, what had taken a turn for the worse and what could be done to fix that. all in all the presentation went well, we received both good feedback and constructive, most of the feedback was around the distinction between the different realms that we have in our […]
Beta-Presenation
Week 8 has been interesting, the week started off with me presenting what we had done since the alpha in our beta. The presentation focused on what had gone better since last time, what had taken a turn for the worse and what could be done to fix that. all in all the presentation went well, we received both good feedback and constructive, most of the feedback was around the distinction between the different realms that we have in our […]
FIFTH POST, FISH GAME
Hi. I am the designer in team shadhavar. Today I will be talking about the audio visual feedback and cues in our game.
Our game has lacked feedback for a really long time, in fact it was perhaps the most criticized part of the game. When we set out making our game we decided to focus on the most important features first, as you should when you are creating a game. Naturally focusing on the more important parts such as the […]
FIFTH POST, FISH GAME
Hi. I am the designer in team shadhavar. Today I will be talking about the audio visual feedback and cues in our game.
Our game has lacked feedback for a really long time, in fact it was perhaps the most criticized part of the game. When we set out making our game we decided to focus on the most important features first, as you should when you are creating a game. Naturally focusing on the more important parts such as the […]
Structuring code
Image: Showing the inspector for the boss behavior script, easily changeable values for different behaviors. (Note: the script isn’t 100% yet, but still needs checking what states we want it to use)
During the last week I’ve been kind of polishing and helping out where it was needed due to that our game is basically finished except for some smaller things here and there. This meant that I would be assisting our game designer in his work when he needed things fixed […]
Structuring code
Image: Showing the inspector for the boss behavior script, easily changeable values for different behaviors. (Note: the script isn’t 100% yet, but still needs checking what states we want it to use)
During the last week I’ve been kind of polishing and helping out where it was needed due to that our game is basically finished except for some smaller things here and there. This meant that I would be assisting our game designer in his work when he needed things fixed […]
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 […]