Monthly Archives: May 2017
vecka 5, ljudeffekter
Eftersom att jag är den personen som är ljudansvarig i vår grupp så började det dags att fixa ljud till spelet. Jag började därför söka efter hemsidor som hade ljudeffekter som var gratis och som man fick använda. Jag sökte bara efter ”free sound effects” på google för att hitta olika hemsidor. Många av de hemsidorna som jag gick in på hade olika licenser för deras ljud som gjorde att man fick använda dem på olika sätt. Vissa hade till […]
vecka 5, ljudeffekter
Eftersom att jag är den personen som är ljudansvarig i vår grupp så började det dags att fixa ljud till spelet. Jag började därför söka efter hemsidor som hade ljudeffekter som var gratis och som man fick använda. Jag sökte bara efter ”free sound effects” på google för att hitta olika hemsidor. Många av de hemsidorna som jag gick in på hade olika licenser för deras ljud som gjorde att man fick använda dem på olika sätt. Vissa hade till […]
vecka 4, slopa karta och GPS
Under vår alpha så fick vi mycket bra kritik på vårt spel, så som att de tyckte att vi skulle skippa hela biten med karta och GPS då det inte skulle tillföra tillräckligt mycket till spelet för att vara värt att lägga ner så mycket tid på. Den skulle bara vara värd att ha kvar i spelet om den blev helt felfri vilket vi ansåg att den inte skulle hinna bli. Så efter alphan så disskuterade vi i gruppen om […]
vecka 4, slopa karta och GPS
Under vår alpha så fick vi mycket bra kritik på vårt spel, så som att de tyckte att vi skulle skippa hela biten med karta och GPS då det inte skulle tillföra tillräckligt mycket till spelet för att vara värt att lägga ner så mycket tid på. Den skulle bara vara värd att ha kvar i spelet om den blev helt felfri vilket vi ansåg att den inte skulle hinna bli. Så efter alphan så disskuterade vi i gruppen om […]
vecka 3, spawna mat på kartan
Den här veckan så var det dags att börja lägga in så att man hade något att göra medan man var ut och gick runt i spelet. Alltså det var dags att lägga ut mat på kartan som man var tvungen att samla ihop för att sedan kunna mata sin critter. Tanken var att maten skulle komma fram på kartan efter att spelaren hade gått ett visst antal steg vilket gjorde att jag skulle behöva lägga in en stegmätare i […]
vecka 3, spawna mat på kartan
Den här veckan så var det dags att börja lägga in så att man hade något att göra medan man var ut och gick runt i spelet. Alltså det var dags att lägga ut mat på kartan som man var tvungen att samla ihop för att sedan kunna mata sin critter. Tanken var att maten skulle komma fram på kartan efter att spelaren hade gått ett visst antal steg vilket gjorde att jag skulle behöva lägga in en stegmätare i […]
vecka 2, mer jobb med kartan och GPS
Efter att jag valt ut det plugin som vi skulle använda i spelet så behövde jag börja jobba med att få det att fungera som det skulle i vårt spel. Vi ville att karaktären på kartan skulle vara på korrekt plats samt den skulle följa efter vart spelaren går på riktigt. Efter att ha gått igenom koden och ändrat på några funktioner så såg det ut som att det skulle fungera. Dock så hade jag inte någon Android enhet som […]
vecka 2, mer jobb med kartan och GPS
Efter att jag valt ut det plugin som vi skulle använda i spelet så behövde jag börja jobba med att få det att fungera som det skulle i vårt spel. Vi ville att karaktären på kartan skulle vara på korrekt plats samt den skulle följa efter vart spelaren går på riktigt. Efter att ha gått igenom koden och ändrat på några funktioner så såg det ut som att det skulle fungera. Dock så hade jag inte någon Android enhet som […]
Neon Skies – Week 8
Week 8 started with me updating the visuals on the bow to the white neon while our lead artist worked on animating the mesh.
A mesh is an object, specifically an object made out of a lot of smaller objects, we try to build the objects with quadrilaterals (quads) and let the game engines turn the quads into triangles as the computer has the easiest time working with triangles and each game engine turns quads into triangles in different ways for the […]
Neon Skies – Week 8
Week 8 started with me updating the visuals on the bow to the white neon while our lead artist worked on animating the mesh.
A mesh is an object, specifically an object made out of a lot of smaller objects, we try to build the objects with quadrilaterals (quads) and let the game engines turn the quads into triangles as the computer has the easiest time working with triangles and each game engine turns quads into triangles in different ways for the […]
The Critter Communicates
At the time of writing this, our game is 6 weeks into production. We’re still mostly using placeholders, the assets that have been put into the game are not textured and we are still lacking anything even closely related to animations. It’s hard to imagine that in a little over two weeks Critter Flux has to be complete and ready to be presented at the Gotland Game Conference. And here we were, thinking we’d be able to avoid crunching…
However, I […]
The Critter Communicates
At the time of writing this, our game is 6 weeks into production. We’re still mostly using placeholders, the assets that have been put into the game are not textured and we are still lacking anything even closely related to animations. It’s hard to imagine that in a little over two weeks Critter Flux has to be complete and ready to be presented at the Gotland Game Conference. And here we were, thinking we’d be able to avoid crunching…
However, I […]
Week 8, Beta rush
Hello again!
We been working towards the Beta testing comming up this week.
Our goal was to polish the environment and tweak the lighting to give the player visual cues to solving different puzzles in the game.
Due to the amount of content that we had to cut, we needed to rethink our design of the game and therefor extend the amount of gameplay to the content we had available.The cut content have really changed the design of the game in terms of […]
Week 8, Beta rush
Hello again!
We been working towards the Beta testing comming up this week.
Our goal was to polish the environment and tweak the lighting to give the player visual cues to solving different puzzles in the game.
Due to the amount of content that we had to cut, we needed to rethink our design of the game and therefor extend the amount of gameplay to the content we had available.The cut content have really changed the design of the game in terms of […]
BGP – Day 38
Swedish Game Awards – SGA
Today is the day that we will apply our game to SGA which included a lot of polishing. First of I added more feedback to the fires, then I changed a animation for the characters right hand. I also changed the base size for the larger oil fires. Then I stayed to get the game ready to be submitted to SGA. Sadly we had some issues, where some of the puzzles can’t be compleated, but only […]
BGP – Day 38
Swedish Game Awards – SGA
Today is the day that we will apply our game to SGA which included a lot of polishing. First of I added more feedback to the fires, then I changed a animation for the characters right hand. I also changed the base size for the larger oil fires. Then I stayed to get the game ready to be submitted to SGA. Sadly we had some issues, where some of the puzzles can’t be compleated, but only […]
BGP – Day 37
BETA
During this day we had a BETA play through with a jury consisting of two of our teachers and the response was overall positive. Where much of the critique was against having our animations communicate more clearly what can be done. I believe they have these issues since they are not displayed as intended. As when they have been added to the game they get mixed up, since they seem to cut each other off whenever you push a button.
This is […]
BGP – Day 37
BETA
During this day we had a BETA play through with a jury consisting of two of our teachers and the response was overall positive. Where much of the critique was against having our animations communicate more clearly what can be done. I believe they have these issues since they are not displayed as intended. As when they have been added to the game they get mixed up, since they seem to cut each other off whenever you push a button.
This is […]
BGP 2017 Fast Gear: Lighting and Post Processing.
As of now, we’re finished with making the assets and the track is more or less done. All that’s left is to basically polish it up a bit, add some details or additional props just for the sake of ”filling it out” a bit. However this will be left for later for when we’ve got the time for it since the track could already be considered done. We’ve also had our Beta testing this week which went ok. Mostly because […]
BGP 2017 Fast Gear: Lighting and Post Processing.
As of now, we’re finished with making the assets and the track is more or less done. All that’s left is to basically polish it up a bit, add some details or additional props just for the sake of ”filling it out” a bit. However this will be left for later for when we’ve got the time for it since the track could already be considered done. We’ve also had our Beta testing this week which went ok. Mostly because […]
update #5 particle effects
So the game is nearing completion. all the the envirmonet is done and all teh cars are implemented but it’s missing some flair.
We have started add sound and it helps alot with seeling the game, making the cars seem faster and mor powerfull. But it still feels a bit empty.
So i’ve spent the day making particle effects. i actually started way earlier making frame animations but had issuess with implementing them in unitys particle sytem, it wasn’t until today that […]
update #5 particle effects
So the game is nearing completion. all the the envirmonet is done and all teh cars are implemented but it’s missing some flair.
We have started add sound and it helps alot with seeling the game, making the cars seem faster and mor powerfull. But it still feels a bit empty.
So i’ve spent the day making particle effects. i actually started way earlier making frame animations but had issuess with implementing them in unitys particle sytem, it wasn’t until today that […]
Playtesting and More… Much More.
Hey everyone,
Sorry for the long pause between blog posts but these past few weeks have been crazy busy… Even busier than the previous post stated!!
So here’s a few things that the group has been up to this past week… Mainly finalising and polishing everything we currently have and getting ready for our hand in dates for Gotland Game Conference (GGC) and Swedish Game Awards (SGA).
Our game has come on leaps and bounds into the 3D world and there’s been plenty of play […]
Playtesting and More… Much More.
Hey everyone,
Sorry for the long pause between blog posts but these past few weeks have been crazy busy… Even busier than the previous post stated!!
So here’s a few things that the group has been up to this past week… Mainly finalising and polishing everything we currently have and getting ready for our hand in dates for Gotland Game Conference (GGC) and Swedish Game Awards (SGA).
Our game has come on leaps and bounds into the 3D world and there’s been plenty of play […]