Daily Archives: April 30, 2017

Week 4 and 5, Security systems online

Hello again!
Due to sickness and a full schedual outside of the production phase i´ve decided to incorperate these two weeks with each other.
With the level boxed out and the core mechanics in place we needed to create some conflict. So a threat is added in the form of a security system.
When trying to come up with a design for the security system there were three features that were important for the main function of the system.
A camera to detect the […]

/ Comments Off on Week 4 and 5, Security systems online
Program: Graphics

Week 4 and 5, Security systems online

Hello again!
Due to sickness and a full schedual outside of the production phase i´ve decided to incorperate these two weeks with each other.
With the level boxed out and the core mechanics in place we needed to create some conflict. So a threat is added in the form of a security system.
When trying to come up with a design for the security system there were three features that were important for the main function of the system.
A camera to detect the […]

/ Comments Off on Week 4 and 5, Security systems online
Program: Graphics

BGP: Refracted Fate – Player Tracking

Hello everyone! Today I will be writing about player tracking and gathering level design feedback. So let’s move directly into the topic!
Gathering Player Movement / Player Tracking
When it comes to playtest, just tend to get a lot of great data, however, only relaying on the feedback from the play tester directly is not always a clever idea. So, what I decided to do was to build in a tracker system that would draw a map where the player moved. This […]

/ Comments Off on BGP: Refracted Fate – Player Tracking
Program: Programming

BGP: Refracted Fate – Player Tracking

Hello everyone! Today I will be writing about player tracking and gathering level design feedback. So let’s move directly into the topic!
Gathering Player Movement / Player Tracking
When it comes to playtest, just tend to get a lot of great data, however, only relaying on the feedback from the play tester directly is not always a clever idea. So, what I decided to do was to build in a tracker system that would draw a map where the player moved. This […]

/ Comments Off on BGP: Refracted Fate – Player Tracking
Program: Programming

Critter Flux: The Story So Far…

Last year around this time I was working on Zombie Crawler with the Molamola team in preparation for Gotland Game Conference. This year, I’m with a new group of five students and together we’re developing a game for android devices called Critter Flux. It’s all very exciting and rewarding work; Not to mention completely and utterly terriying, the weeks are flying by and we’re closing in little by little on the dreaded deadline…
Once again I am in the role of […]

/ Comments Off on Critter Flux: The Story So Far…
Program: Graphics

Critter Flux: The Story So Far…

Last year around this time I was working on Zombie Crawler with the Molamola team in preparation for Gotland Game Conference. This year, I’m with a new group of five students and together we’re developing a game for android devices called Critter Flux. It’s all very exciting and rewarding work; Not to mention completely and utterly terriying, the weeks are flying by and we’re closing in little by little on the dreaded deadline…
Once again I am in the role of […]

/ Comments Off on Critter Flux: The Story So Far…
Program: Graphics

Neon Skies – Week 5

This week has been consumed by revisiting the old cliff objects to make them look better. Some of the old cliffs didn’t have a good normal map and most assets in the game do not use normal maps either. As such, I went back and started retopologizing (lowering the amount of triangles in the object) the object, but now I am more skilled at capturing details and now, we don’t use any normal maps on it to capture details (everything […]

/ Comments Off on Neon Skies – Week 5
Program: Graphics

Neon Skies – Week 5

This week has been consumed by revisiting the old cliff objects to make them look better. Some of the old cliffs didn’t have a good normal map and most assets in the game do not use normal maps either. As such, I went back and started retopologizing (lowering the amount of triangles in the object) the object, but now I am more skilled at capturing details and now, we don’t use any normal maps on it to capture details (everything […]

/ Comments Off on Neon Skies – Week 5
Program: Graphics

Fjärde, veckan av utvecklingen, The Summoning

Var tvungen att fortsätta att arbeta på vägarana i början av veckan för det var fortfarande några fel som uppstod med “förhandsgranskning” mot vad som placerades ut då det ena är en utdragen och den andra är flera delar.
Och ändra på att de inte spawna under marken med ändringen av kartan.
Men det var något som saknades för vägen när man bygger ut den.
Det är när man känner att det blir bara fel och ta bort den, för att kanske bara […]

/ Comments Off on Fjärde, veckan av utvecklingen, The Summoning
Program: Programming

Fjärde, veckan av utvecklingen, The Summoning

Var tvungen att fortsätta att arbeta på vägarana i början av veckan för det var fortfarande några fel som uppstod med “förhandsgranskning” mot vad som placerades ut då det ena är en utdragen och den andra är flera delar.
Och ändra på att de inte spawna under marken med ändringen av kartan.
Men det var något som saknades för vägen när man bygger ut den.
Det är när man känner att det blir bara fel och ta bort den, för att kanske bara […]

/ Comments Off on Fjärde, veckan av utvecklingen, The Summoning
Program: Programming