Monthly Archives: May 2017

The HP bars.

In the game The Summoning there will be a Demon player and a Human player, which will play against eachother. The Demon are able to spawn units and build buildings which can be commanded. To make this fair, the units will need to have something which indicates the HP, which is why a HP bar has been created.
The HP bars work in the same way as the normal HP bar for the Human, which means that they are Images on a canvas which can be filled. They will however hang […]

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Program: Programming

The HP bars.

In the game The Summoning there will be a Demon player and a Human player, which will play against eachother. The Demon are able to spawn units and build buildings which can be commanded. To make this fair, the units will need to have something which indicates the HP, which is why a HP bar has been created.
The HP bars work in the same way as the normal HP bar for the Human, which means that they are Images on a canvas which can be filled. They will however hang […]

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Program: Programming

Final year at GGC

Two updates in one week? I must be going crazy.
Anyway, as it is my last year here it is also time for my last GGC, at least as a student here. Perhaps I’ll come back sometime in the future! Besides my self help app, which still isn’t finished, I haven’t worked on any game this year, which means I won’t exhibit anything at the conference.
However, I decided to put my work up on the art wall for the first time! […]

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Program: Graphics

Final year at GGC

Two updates in one week? I must be going crazy.
Anyway, as it is my last year here it is also time for my last GGC, at least as a student here. Perhaps I’ll come back sometime in the future! Besides my self help app, which still isn’t finished, I haven’t worked on any game this year, which means I won’t exhibit anything at the conference.
However, I decided to put my work up on the art wall for the first time! […]

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Program: Graphics

Neon Skies – Week 9

This week marks the end of the production phase of the vertical slice for BGP.

The week started with making some props to give more life to the planet. First off I made a U-pipe that would traverse the map, transporting neon colored materials. This gives a sense of industry and a world where you are only a small part.

After that I added the last of the neon battery packs, a larger one with 3 modules. Together with the other props […]

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Program: Graphics

Neon Skies – Week 9

This week marks the end of the production phase of the vertical slice for BGP.

The week started with making some props to give more life to the planet. First off I made a U-pipe that would traverse the map, transporting neon colored materials. This gives a sense of industry and a world where you are only a small part.

After that I added the last of the neon battery packs, a larger one with 3 modules. Together with the other props […]

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Program: Graphics

Writing a character… And animating a start menu.

So, since our writer had alot on his plate besides writing for the characters, I took it upon myself to write a bit for one of our driver-characters, Haizea Alonso (see picture below)

Now, this is more or less a result of a big problem with how we planned our project, that being that for a game which main standout feature is the story between races, we haven’t had a proper script during the whole of the development period. We have […]

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Program: Graphics

Writing a character… And animating a start menu.

So, since our writer had alot on his plate besides writing for the characters, I took it upon myself to write a bit for one of our driver-characters, Haizea Alonso (see picture below)

Now, this is more or less a result of a big problem with how we planned our project, that being that for a game which main standout feature is the story between races, we haven’t had a proper script during the whole of the development period. We have […]

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Program: Graphics

Unity

To develop the game, we decided to use the game engine Unity. The reasoning behind this was that all the programmers in the team had used this engine before. The other reason was that Unity already had vehicle examples which we could use to make our driving.

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Program: Programming

Unity

To develop the game, we decided to use the game engine Unity. The reasoning behind this was that all the programmers in the team had used this engine before. The other reason was that Unity already had vehicle examples which we could use to make our driving.

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Program: Programming

The Aim and Purpose

The purpose of the project was to explore if connecting a dialogue system with racing, and affecting an AI to race differently so to create a story that is told both on and off track that is compelling to a player. To make this interesting we designed mechanics where each system affects the other to create dynamics for the player. Along with using MDA to amplify our aesthetic goal of making the player feel like a racing driver.

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Program: Programming

The Aim and Purpose

The purpose of the project was to explore if connecting a dialogue system with racing, and affecting an AI to race differently so to create a story that is told both on and off track that is compelling to a player. To make this interesting we designed mechanics where each system affects the other to create dynamics for the player. Along with using MDA to amplify our aesthetic goal of making the player feel like a racing driver.

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Program: Programming

Design Document

As Lead Designer, my role demanded me to communicate the design of the game to the rest of the team. The easiest and most tested way of doing this is by creating a design document. The document should describe every part of a game, but it should also change during development as testing changes how the game is designed. To properly communicate the design to the team I routinely asked the other team members to read through the document as […]

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Program: Programming

Design Document

As Lead Designer, my role demanded me to communicate the design of the game to the rest of the team. The easiest and most tested way of doing this is by creating a design document. The document should describe every part of a game, but it should also change during development as testing changes how the game is designed. To properly communicate the design to the team I routinely asked the other team members to read through the document as […]

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Program: Programming

Planning

After the pitch for the game was approved, a plan was required so that the ones responsible for the course could see that we were going to make the vertical slice within the time allotted for development. In the concept, we had decided what the vertical slice would consist of. The planning was a collaborative effort of the entire group, because each member has an area that they know how much time is necessary for each artifact. In the planning […]

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Program: Programming

Planning

After the pitch for the game was approved, a plan was required so that the ones responsible for the course could see that we were going to make the vertical slice within the time allotted for development. In the concept, we had decided what the vertical slice would consist of. The planning was a collaborative effort of the entire group, because each member has an area that they know how much time is necessary for each artifact. In the planning […]

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Program: Programming

Concept

Before the course started the students received a chance to pitch a game idea. In these pitch sessions, the students received feedback from both members of the institution and their peers. During this stage I wrote the concept for Fast Gear and pitched it during the first one of these sessions. The pitch consisted of the core ideas of Fast Gear from the perspective of improving the racing class Formula 1. The feedback I received from Jakob Berglund Rogert consisted […]

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Program: Programming

Concept

Before the course started the students received a chance to pitch a game idea. In these pitch sessions, the students received feedback from both members of the institution and their peers. During this stage I wrote the concept for Fast Gear and pitched it during the first one of these sessions. The pitch consisted of the core ideas of Fast Gear from the perspective of improving the racing class Formula 1. The feedback I received from Jakob Berglund Rogert consisted […]

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Program: Programming

The award scene (And a poster)

When the race concludes, we wanted to make a scene where we show the placement of the characters in said race. To do this we’d have to make sprites for each and every combination of results that could be achieved. Since these characters will be set more naturally into the environment than the dialogue-scenes, I thought that they should match the simplicity of the environment. This means that they’re more or less colored silouettes. So to get across the emotions […]

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Program: Graphics

The award scene (And a poster)

When the race concludes, we wanted to make a scene where we show the placement of the characters in said race. To do this we’d have to make sprites for each and every combination of results that could be achieved. Since these characters will be set more naturally into the environment than the dialogue-scenes, I thought that they should match the simplicity of the environment. This means that they’re more or less colored silouettes. So to get across the emotions […]

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Program: Graphics

An Introduction and the Design Document

Hello and welcome to my blog. In this blog I will describe the development process of Fast Gear. Fast gear is a story-based racing game with art and sound inspired by the 80s. In Fast Gear the player will race around circuits all over the world against AI opponents that each have personality. But the player will meet these characters off track as well. Off track the player will be able to spend time with their opponents to fom relationships […]

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Program: Programming

An Introduction and the Design Document

Hello and welcome to my blog. In this blog I will describe the development process of Fast Gear. Fast gear is a story-based racing game with art and sound inspired by the 80s. In Fast Gear the player will race around circuits all over the world against AI opponents that each have personality. But the player will meet these characters off track as well. Off track the player will be able to spend time with their opponents to fom relationships […]

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Program: Programming

Leon is split into pieces!!

So we made a really ballsy decision last week, considering it’s very close to GGC. We made the decision to split Olivias plushie, Leon, into different pieces that the player could then find throughout the game. The reason we did this, was that we did not really feel like we gave the player any motivation to continue to move through the game.
Anyway, so Leon now gets ripped in pieces at the beginning of the game, and your quest is to […]

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Program: Programming

Leon is split into pieces!!

So we made a really ballsy decision last week, considering it’s very close to GGC. We made the decision to split Olivias plushie, Leon, into different pieces that the player could then find throughout the game. The reason we did this, was that we did not really feel like we gave the player any motivation to continue to move through the game.
Anyway, so Leon now gets ripped in pieces at the beginning of the game, and your quest is to […]

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Program: Programming