Daily Archives: June 2, 2017

Meeting

On Monday, two weeks ago, the week before the Gotland Game Conference, we started the day by having a meeting about the design of the game, the UI design, and the graphics. The talk about graphics was about scaling down the scope and prioritizing, and I didn’t partake in that discussion as I’m not one of the graphical artists. The game design didn’t feel good enough and fun enough, and the UI didn’t feel intuitive and easy to use. A few of the […]

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Program: Programming

Meeting

On Monday, two weeks ago, the week before the Gotland Game Conference, we started the day by having a meeting about the design of the game, the UI design, and the graphics. The talk about graphics was about scaling down the scope and prioritizing, and I didn’t partake in that discussion as I’m not one of the graphical artists. The game design didn’t feel good enough and fun enough, and the UI didn’t feel intuitive and easy to use. A few of the […]

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Program: Programming

Rune Mages – Spell Prototypes, Part 2

The water spray is a low damage push-back spell that is supposed to be used to push away enemies that are to close to your characters. This was a short range spell, but was later changed to affect a longer and wider area. The problem I had while making this spell was that it was water, and to make something look like water is very difficult. I had no experience with shader forge at this moment and I had to […]

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Program: Graphics

Rune Mages – Spell Prototypes, Part 2

The water spray is a low damage push-back spell that is supposed to be used to push away enemies that are to close to your characters. This was a short range spell, but was later changed to affect a longer and wider area. The problem I had while making this spell was that it was water, and to make something look like water is very difficult. I had no experience with shader forge at this moment and I had to […]

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Program: Graphics

BGP #4

Welcome back to Causality!
Elevator Pitch – “Causality is an action RPG game where you travel through a dungeon to challenge yourself against Monsters. We have a safe area for testing your abilities then a room with a bossfight where your skills are tested. Our target audience is people who likes to challenge their pattern recognition and reaction skills.”
This week I will talk about why and how I implemented a roll in causality. Firstly we wanted a roll to help the […]

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Program: Game Design

BGP #4

Welcome back to Causality!
Elevator Pitch – “Causality is an action RPG game where you travel through a dungeon to challenge yourself against Monsters. We have a safe area for testing your abilities then a room with a bossfight where your skills are tested. Our target audience is people who likes to challenge their pattern recognition and reaction skills.”
This week I will talk about why and how I implemented a roll in causality. Firstly we wanted a roll to help the […]

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Program: Game Design

BGP #5

Welcome back to Causality!
Elevator Pitch – “Causality is an action RPG game where you travel through a dungeon to challenge yourself against Monsters. We have a safe area for testing your abilities then a room with a bossfight where your skills are tested. Our target audience is people who likes to challenge their pattern recognition and reaction skills.”
This week I will talk how and why I implemented blood absorption, our game had a unique mechanic for our game where you […]

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Program: Game Design

BGP #5

Welcome back to Causality!
Elevator Pitch – “Causality is an action RPG game where you travel through a dungeon to challenge yourself against Monsters. We have a safe area for testing your abilities then a room with a bossfight where your skills are tested. Our target audience is people who likes to challenge their pattern recognition and reaction skills.”
This week I will talk how and why I implemented blood absorption, our game had a unique mechanic for our game where you […]

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Program: Game Design

BGP #6

Welcome back to Causality!
Elevator Pitch – “Causality is an action RPG game where you travel through a dungeon to challenge yourself against Monsters. We have a safe area for testing your abilities then a room with a bossfight where your skills are tested. Our target audience is people who likes to challenge their pattern recognition and reaction skills.”
This week I will talk about my work on our abilities how I made the system for them to work and why. Firstly […]

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Program: Game Design

BGP #6

Welcome back to Causality!
Elevator Pitch – “Causality is an action RPG game where you travel through a dungeon to challenge yourself against Monsters. We have a safe area for testing your abilities then a room with a bossfight where your skills are tested. Our target audience is people who likes to challenge their pattern recognition and reaction skills.”
This week I will talk about my work on our abilities how I made the system for them to work and why. Firstly […]

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Program: Game Design

BGP #1

Welcome to Causality!
My name is Christoffer Lövdahl and I’m a design Programmer for the team Yggdrasil working on the design concept Causality in Unity.
Causality is an Action RPG viewed from a third person’s perspective that is focused on adventuring and fighting inside a dungeon environment.
The player controls his character and is able to use a few basic attacks and also additional abilities and will face challenging monsters where you have to read and understand them to win. Causality take place […]

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Program: Game Design

BGP #1

Welcome to Causality!
My name is Christoffer Lövdahl and I’m a design Programmer for the team Yggdrasil working on the design concept Causality in Unity.
Causality is an Action RPG viewed from a third person’s perspective that is focused on adventuring and fighting inside a dungeon environment.
The player controls his character and is able to use a few basic attacks and also additional abilities and will face challenging monsters where you have to read and understand them to win. Causality take place […]

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Program: Game Design

BGP #2

Welcome back to Causality!
Elevator Pitch – “Causality is an action RPG game where you travel through a dungeon to challenge yourself against Monsters. We have a safe area for testing your abilities then a room with a bossfight where your skills are tested. Our target audience is people who likes to challenge their pattern recognition and reaction skills.”
This time the focus will be the camera in our game and how it affects the use of movement in our game. We […]

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Program: Game Design

BGP #2

Welcome back to Causality!
Elevator Pitch – “Causality is an action RPG game where you travel through a dungeon to challenge yourself against Monsters. We have a safe area for testing your abilities then a room with a bossfight where your skills are tested. Our target audience is people who likes to challenge their pattern recognition and reaction skills.”
This time the focus will be the camera in our game and how it affects the use of movement in our game. We […]

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Program: Game Design

BGP #3

Welcome back to Causality!
Elevator Pitch – “Causality is an action RPG game where you travel through a dungeon to challenge yourself against Monsters. We have a safe area for testing your abilities then a room with a bossfight where your skills are tested. Our target audience is people who likes to challenge their pattern recognition and reaction skills.”
This time the focus will be the lock on camera at the enemies. When working on the lock on camera I cooperated with […]

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Program: Game Design

BGP #3

Welcome back to Causality!
Elevator Pitch – “Causality is an action RPG game where you travel through a dungeon to challenge yourself against Monsters. We have a safe area for testing your abilities then a room with a bossfight where your skills are tested. Our target audience is people who likes to challenge their pattern recognition and reaction skills.”
This time the focus will be the lock on camera at the enemies. When working on the lock on camera I cooperated with […]

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Program: Game Design

Amenti 6

The last week prior GGC. I spent most of my time on different menus of sorts and also did some bugfixes. At this point the mechanics in the game felt great so we pretty much just had to playtest a lot and fix minor bugs in the game. We also needed to add some more feedback, you can almost always add more feedback it feels like.
 
Mainmenu:
I made a mainmenu in a quite early stage of the development which we had […]

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Program: Programming

Amenti 6

The last week prior GGC. I spent most of my time on different menus of sorts and also did some bugfixes. At this point the mechanics in the game felt great so we pretty much just had to playtest a lot and fix minor bugs in the game. We also needed to add some more feedback, you can almost always add more feedback it feels like.
 
Mainmenu:
I made a mainmenu in a quite early stage of the development which we had […]

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Program: Programming

Rune Mages – Spell Prototypes, Part 1

A few weeks into the project I had got a hang on the particle system in Unity and we had decided what kind of spells that were going to be in the game. This ment that I could start prototyping these spells as particle effects. Our spells were divided into three groups; one rune spell, two rune spell and three rune spell. For our alpha test we wanted to have the one rune spells ready since they are the simplest […]

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Program: Graphics

Rune Mages – Spell Prototypes, Part 1

A few weeks into the project I had got a hang on the particle system in Unity and we had decided what kind of spells that were going to be in the game. This ment that I could start prototyping these spells as particle effects. Our spells were divided into three groups; one rune spell, two rune spell and three rune spell. For our alpha test we wanted to have the one rune spells ready since they are the simplest […]

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Program: Graphics