Daily Archives: May 25, 2017
Errant Signal, live at the GGC!
YouTube, as a maturing platform, has given us some amazing things! We have channels exploring games culture and social politics, cultural reflection by way of car reviews, games industry consumer rights, sexplanations – all kinds of wonderful, insightful and important content, and we are massive fans of the medium!
A couple of years back we had Super Bunnyhop over to lend his heavy research and journalistic style to the conference. This year […]
Errant Signal, live at the GGC!
YouTube, as a maturing platform, has given us some amazing things! We have channels exploring games culture and social politics, cultural reflection by way of car reviews, games industry consumer rights, sexplanations – all kinds of wonderful, insightful and important content, and we are massive fans of the medium!
A couple of years back we had Super Bunnyhop over to lend his heavy research and journalistic style to the conference. This year […]
Garage background and dialogues.
So aside from our press-conference, we were also gonna have someplace else where the character interacts with the other drivers. As everyone is in their racing-gear it would make sense to set these interactions in the garage before and after the race. For this I looked at some different garages and chose one picture that I built my own upon.
The more difficult thing to decide with this was how stylized I should make it, and what colors I should use. […]
Garage background and dialogues.
So aside from our press-conference, we were also gonna have someplace else where the character interacts with the other drivers. As everyone is in their racing-gear it would make sense to set these interactions in the garage before and after the race. For this I looked at some different garages and chose one picture that I built my own upon.
The more difficult thing to decide with this was how stylized I should make it, and what colors I should use. […]
[5SD037] Pre GGC
This week I don’t have much to write about, the game needs to be done by Saturday evening and we have some polishing left to do. But except that we have polish the whole game for the past ~2 weeks and a ton of stuff have been updated. Feedback has been added to most actions in the game. Animations and sound has been added. And I am happy to present or official trailer!
[5SD037] Pre GGC
This week I don’t have much to write about, the game needs to be done by Saturday evening and we have some polishing left to do. But except that we have polish the whole game for the past ~2 weeks and a ton of stuff have been updated. Feedback has been added to most actions in the game. Animations and sound has been added. And I am happy to present or official trailer!
Tillbaka till rosornas och ruinernas stad
Den här bloggen har varit helt bortglömd i flera månader nu. Mycket har skett sen jag senast skrev här. Jag ska dra igenom allting så snabbt jag kan innan jag kommer fram till varför jag bestämde mig för att skriva ett inlägg efter denna tystnad.
Innan jag avslutade min studier på Campus Gotland så hade jag redan fått en timanställning på det fantastiska företaget A Small Game där jag hade rollen som PR Manager i nästan ett år. Där hade […]
Tillbaka till rosornas och ruinernas stad
Den här bloggen har varit helt bortglömd i flera månader nu. Mycket har skett sen jag senast skrev här. Jag ska dra igenom allting så snabbt jag kan innan jag kommer fram till varför jag bestämde mig för att skriva ett inlägg efter denna tystnad.
Innan jag avslutade min studier på Campus Gotland så hade jag redan fått en timanställning på det fantastiska företaget A Small Game där jag hade rollen som PR Manager i nästan ett år. Där hade […]
It’s Unreal!
Hi again!
The last placeholder has been modeled and textured, so my work of replacing things in Unreal has started. Thea has been for quite some time now replacing the placeholder walls and floors, making the different rooms in the correct sizes with the correct meshes. My job now is to polish and populate the world with all the dodads I’ve been creating the last couple of weeks. A problem I’ve had however has been the texture and how it behaves […]
It’s Unreal!
Hi again!
The last placeholder has been modeled and textured, so my work of replacing things in Unreal has started. Thea has been for quite some time now replacing the placeholder walls and floors, making the different rooms in the correct sizes with the correct meshes. My job now is to polish and populate the world with all the dodads I’ve been creating the last couple of weeks. A problem I’ve had however has been the texture and how it behaves […]
BGP Five: Some UI
We decided we need another way of showing the player what’s important. The player’s objective is to collect all the bits of Leon the plushie that gets stolen at the start of the game. To show players that he is important without using words we’re making a pop up animation that plays whenever something happens to Leon.
Olivia loses Leon
I believe the fact there is a UI element for this signals to the player that Leon is important.
Olivia finds Leon’s body
When […]
BGP Five: Some UI
We decided we need another way of showing the player what’s important. The player’s objective is to collect all the bits of Leon the plushie that gets stolen at the start of the game. To show players that he is important without using words we’re making a pop up animation that plays whenever something happens to Leon.
Olivia loses Leon
I believe the fact there is a UI element for this signals to the player that Leon is important.
Olivia finds Leon’s body
When […]
High-Poly Statues
As previously mentioned in this blog, I worked on creating statues for the gods in the game. When I last wrote a post about this I was almost finished with the low-poly for Anubis. I shortly after that started to work on Horus. To make life easier for everybody we decided to reuse Anubis body and replacing the head. This worked quite well and I only had to make some small alterations to Horus’s body.
When it was time for me […]
High-Poly Statues
As previously mentioned in this blog, I worked on creating statues for the gods in the game. When I last wrote a post about this I was almost finished with the low-poly for Anubis. I shortly after that started to work on Horus. To make life easier for everybody we decided to reuse Anubis body and replacing the head. This worked quite well and I only had to make some small alterations to Horus’s body.
When it was time for me […]
sjätte vecka och framåt till veckan innan GGC och slutet för kursen
Det inträffade många olika saker mellan vecka 6 och framåt till nu.
Vi fick göra om flera saker som vi trodde fungera bra, men nätverks delarna i projektet fick en så enkel sak som väg att som är två torn, och vägen mellan tornen var olika segment kom vi upp i en nivå som vi inte kände till att den inte klara av att sköta mer än 999 olika Photonview. i “Photon Netework FrameWork”. efter den var nåd kunde man inte […]
sjätte vecka och framåt till veckan innan GGC och slutet för kursen
Det inträffade många olika saker mellan vecka 6 och framåt till nu.
Vi fick göra om flera saker som vi trodde fungera bra, men nätverks delarna i projektet fick en så enkel sak som väg att som är två torn, och vägen mellan tornen var olika segment kom vi upp i en nivå som vi inte kände till att den inte klara av att sköta mer än 999 olika Photonview. i “Photon Netework FrameWork”. efter den var nåd kunde man inte […]
The Sling mechanic
In the last blogpost I wrote about cleaning the Demon class and creating a FSM to make it easier to implement new states. Now I have been able to harvest what I sow. Now the Demon player can sling objects against the Human player to inflict damage. As a start I made a prototype on the sling in one of our offline test scenes beffore the implementation to the real game. This was mostly so that I wouldn’t need to bother with network stuff and other […]
The Sling mechanic
In the last blogpost I wrote about cleaning the Demon class and creating a FSM to make it easier to implement new states. Now I have been able to harvest what I sow. Now the Demon player can sling objects against the Human player to inflict damage. As a start I made a prototype on the sling in one of our offline test scenes beffore the implementation to the real game. This was mostly so that I wouldn’t need to bother with network stuff and other […]