Daily Archives: June 1, 2017
Beta
week 6
This week was beta which meant full on polish so that the we could have something stable to show to the beta testers and jurors. Doing a little bit of everything is crucial when nearing a deadline so as Iv’e done every time i jumped on any task that needed to be done at the time. It was mostly continuation of AI but also fixing with some of the spells, animations and level design that was needed
After the beta i […]
Beta
week 6
This week was beta which meant full on polish so that the we could have something stable to show to the beta testers and jurors. Doing a little bit of everything is crucial when nearing a deadline so as Iv’e done every time i jumped on any task that needed to be done at the time. It was mostly continuation of AI but also fixing with some of the spells, animations and level design that was needed
After the beta i […]
2nd Play test
week 5
This week for me went into more tweaking of the caster as well as polishing the AI a bit more for the upcoming play-test so that we could test their difficulty and see how players reacted to them,
I also had to go into level building a bit so that the level would be done on time. I added bounds to the level to keep the player from clipping into stuff and leaving the level. This mostly just took a […]
2nd Play test
week 5
This week for me went into more tweaking of the caster as well as polishing the AI a bit more for the upcoming play-test so that we could test their difficulty and see how players reacted to them,
I also had to go into level building a bit so that the level would be done on time. I added bounds to the level to keep the player from clipping into stuff and leaving the level. This mostly just took a […]
Casting Fog
Now I’m back for the last few posts.
Week 4
AI takes time to implement so a lot of this week went to implementing the caster and it’s mechanics. More bugs and fixes ensures when implementing new things and this was no exception. path-finding not working as intended and attacks not happening but most of them where easily fixed even though they might have taken some time.
Towards the end of the week i implemented an asset that we actually bought from the […]
Casting Fog
Now I’m back for the last few posts.
Week 4
AI takes time to implement so a lot of this week went to implementing the caster and it’s mechanics. More bugs and fixes ensures when implementing new things and this was no exception. path-finding not working as intended and attacks not happening but most of them where easily fixed even though they might have taken some time.
Towards the end of the week i implemented an asset that we actually bought from the […]
GGC and Computers
Hello!
GGC is over for this year! We had a lot of people playing our game and it was fun. First of im happy about the feedback we got for our art in the game, this was one of my personal goals that this game would look great, and I think we did a pretty good job. As for the gameplay and the puzzles, the feedback we got was good and diverse but we should just have playtest it more to […]
GGC and Computers
Hello!
GGC is over for this year! We had a lot of people playing our game and it was fun. First of im happy about the feedback we got for our art in the game, this was one of my personal goals that this game would look great, and I think we did a pretty good job. As for the gameplay and the puzzles, the feedback we got was good and diverse but we should just have playtest it more to […]
BGP2017 – Week 2
Character Controller
To handle the movement of tools and avatars in the game we need a Character Controller. Unity does have a standard component for Character controllers, which is cool. However it still only supports capsule colliders, Which is a problem as we have a stretcher and an axe which would not work with capsule colliders.
Now, there are two options: Either you go for a Rigid body controller or you go for a custom character controller with support for a Box […]
BGP2017 – Week 2
Character Controller
To handle the movement of tools and avatars in the game we need a Character Controller. Unity does have a standard component for Character controllers, which is cool. However it still only supports capsule colliders, Which is a problem as we have a stretcher and an axe which would not work with capsule colliders.
Now, there are two options: Either you go for a Rigid body controller or you go for a custom character controller with support for a Box […]
The end of a project
So that’s that. Our dear game Somnium is finally finished. What’s more is that we participated in the Gotland Game conference and it was such a blast. Not only to have people play our game, but also to play the games that everyone else had made. The level of creativity really took me for a spin this year!
With these ten weeks in minds, it’s been such a rewarding experience. It’s been a rollercoaster for sure, but a fun one! I’m […]
The end of a project
So that’s that. Our dear game Somnium is finally finished. What’s more is that we participated in the Gotland Game conference and it was such a blast. Not only to have people play our game, but also to play the games that everyone else had made. The level of creativity really took me for a spin this year!
With these ten weeks in minds, it’s been such a rewarding experience. It’s been a rollercoaster for sure, but a fun one! I’m […]
GGC 2017, Day 2
The second day of the Gotland Game Conference is split in two; with the first part being another day of games and insightful lectures, and the second part being the epic award ceremony and party in the evening. To avoid completely swamping this post, we’re putting only a few photos here and sharing the full set on Facebook. There’s also a lot of activity on the Instagram tag – #GGConf2017.
Recordings of all the talks will […]
GGC 2017, Day 2
The second day of the Gotland Game Conference is split in two; with the first part being another day of games and insightful lectures, and the second part being the epic award ceremony and party in the evening. To avoid completely swamping this post, we’re putting only a few photos here and sharing the full set on Facebook. There’s also a lot of activity on the Instagram tag – #GGConf2017.
Recordings of all the talks will […]
Day 2 in pictures
The second day of the Gotland Game Conference is split in two; with the first part being another day of games and insightful lectures, and the second part being the epic award ceremony and party in the evening. To avoid completely swamping this post, we’re putting only a few photos here and sharing the full set on Facebook. There’s also a lot of activity on the Instagram tag – #GGConf2017.
Recordings of all the talks will […]
Day 2 in pictures
The second day of the Gotland Game Conference is split in two; with the first part being another day of games and insightful lectures, and the second part being the epic award ceremony and party in the evening. To avoid completely swamping this post, we’re putting only a few photos here and sharing the full set on Facebook. There’s also a lot of activity on the Instagram tag – #GGConf2017.
Recordings of all the talks will […]