Daily Archives: June 9, 2017
Causality
Hi I’m the producer and lead AI programmer on team Yggdrasil that is currently developing the game Causality.
Working with AI has been really fun and what a challenge it has been.
I will finally write about the sound manager we implemented for our AI.
It’s a simple script that created audio sources on its parent Game object and loads audio clips from the resource folder.
Multiple audio sources was necessary in order to play multiple sounds at the same time, as an example:
The […]
Causality
Hi I’m the producer and lead AI programmer on team Yggdrasil that is currently developing the game Causality.
Working with AI has been really fun and what a challenge it has been.
I will finally write about the sound manager we implemented for our AI.
It’s a simple script that created audio sources on its parent Game object and loads audio clips from the resource folder.
Multiple audio sources was necessary in order to play multiple sounds at the same time, as an example:
The […]
Causality
Hi I’m the producer and lead AI programmer on team Yggdrasil that is currently developing the game Causality.
Creating phases!
Our boss consists of two different phases during the fight.
The first a bit easier and slower. Animation speed is slow and damage values are lower to ease in the player into the fight and help them recognise some patterns and tells from the boss when he is about to attack.
After the boss hits 65 % hp threshold he roars, throws his giant […]
Causality
Hi I’m the producer and lead AI programmer on team Yggdrasil that is currently developing the game Causality.
Creating phases!
Our boss consists of two different phases during the fight.
The first a bit easier and slower. Animation speed is slow and damage values are lower to ease in the player into the fight and help them recognise some patterns and tells from the boss when he is about to attack.
After the boss hits 65 % hp threshold he roars, throws his giant […]
week one of Eyes Align: Figuring out the look
Before I even officially joined a.r.c.o. I drew up some sketches and some cleaner pictures to figure out a middleground for the rest of the team and myself in regards to what kind of art I would be doing. At this point I am unaccostomed to drawing/ painting backgrounds as well as sci-fi, so it was a bit tricky. After a few days I sent them this picture as an example:
They liked the look for the most part but the […]
week one of Eyes Align: Figuring out the look
Before I even officially joined a.r.c.o. I drew up some sketches and some cleaner pictures to figure out a middleground for the rest of the team and myself in regards to what kind of art I would be doing. At this point I am unaccostomed to drawing/ painting backgrounds as well as sci-fi, so it was a bit tricky. After a few days I sent them this picture as an example:
They liked the look for the most part but the […]
Big Game Project Post 6
Here it is, the final post for this course. This will mainly be about how GGC went, and thoughts about the project in retrospect.
So GGC also knows as Gotland Game Conferance might be one of the best things i’ve been through, and is definitely the best part of the education.
It’s a conferance where all the students show off their projects, 1st year students, 2nd year students and even some 3rd year students. The quality may vary, but everyone has tried their […]
Big Game Project Post 6
Here it is, the final post for this course. This will mainly be about how GGC went, and thoughts about the project in retrospect.
So GGC also knows as Gotland Game Conferance might be one of the best things i’ve been through, and is definitely the best part of the education.
It’s a conferance where all the students show off their projects, 1st year students, 2nd year students and even some 3rd year students. The quality may vary, but everyone has tried their […]
Causality
Hi I’m the producer and lead AI programmer on team Yggdrasil that is currently developing the game Causality.
Working with AI has been really fun and what a challenge it has been.
I will finally write about the sound manager we implemented for our AI.
It’s a simple script that created audio sources on its parent Game object and loads audio clips from the resource folder.
Multiple audio sources was necessary in order to play multiple sounds at the same time, as an example:
The […]
Causality
Hi I’m the producer and lead AI programmer on team Yggdrasil that is currently developing the game Causality.
Working with AI has been really fun and what a challenge it has been.
I will finally write about the sound manager we implemented for our AI.
It’s a simple script that created audio sources on its parent Game object and loads audio clips from the resource folder.
Multiple audio sources was necessary in order to play multiple sounds at the same time, as an example:
The […]
Post processing
Hello! In this short post I would like to talk a bit about post-processing and the difference it makes. So to start of I would like to say a few words about what the vision was for how the game would look.
The vision we hade for the looks of the games where a dark and gloomy styilized realism that would play out in these old bunkers. The theme was very representetive of the aesthetic of distrust, and betreyal. o aiming […]
Post processing
Hello! In this short post I would like to talk a bit about post-processing and the difference it makes. So to start of I would like to say a few words about what the vision was for how the game would look.
The vision we hade for the looks of the games where a dark and gloomy styilized realism that would play out in these old bunkers. The theme was very representetive of the aesthetic of distrust, and betreyal. o aiming […]
The difference between a prop and the same prop
Hi! In this post I will talk about making prop prefabs in the engine in order to make the same mesh different. This is to make a single prop look different in the game. To start of what you need is a prop that is more than one mesh, is in seperate pieces. It can be a lot of things as long as the principle is the same, a lamp and its lamp-shade, bed and a matress, or a closet […]
The difference between a prop and the same prop
Hi! In this post I will talk about making prop prefabs in the engine in order to make the same mesh different. This is to make a single prop look different in the game. To start of what you need is a prop that is more than one mesh, is in seperate pieces. It can be a lot of things as long as the principle is the same, a lamp and its lamp-shade, bed and a matress, or a closet […]
Week 6-9 Trailer, UI and Tutorial Design
As this is my last blog entry i wanted to summarize the last weeks of the process of Goblin Doctors.
Trailer
A trailer video was needed for Gotland Game Conference, as all previous videos and pictures that I made for Goblin Doctors Facebook page had a great deal of work put into them I could not afford an exception. This time I worked together with the teams animation artist Måns Möller. He made the animations and noted camera angles while i created […]
Week 6-9 Trailer, UI and Tutorial Design
As this is my last blog entry i wanted to summarize the last weeks of the process of Goblin Doctors.
Trailer
A trailer video was needed for Gotland Game Conference, as all previous videos and pictures that I made for Goblin Doctors Facebook page had a great deal of work put into them I could not afford an exception. This time I worked together with the teams animation artist Måns Möller. He made the animations and noted camera angles while i created […]
Eyes Align – Presenting the Game
Over several weeks, I have prepared a five minute presentation to showcase the game.
It is structured in a way to show present the audience first with the premise and story of the game, then proceeding to quickly explain the mechanics. The last part is dedicated to explain the art style with real puppets and the finale is used to tie back to the introduction.
I’ve used music and audio from the game in order to set a mood for the presentation.
Eyes Align – Presenting the Game
Over several weeks, I have prepared a five minute presentation to showcase the game.
It is structured in a way to show present the audience first with the premise and story of the game, then proceeding to quickly explain the mechanics. The last part is dedicated to explain the art style with real puppets and the finale is used to tie back to the introduction.
I’ve used music and audio from the game in order to set a mood for the presentation.
Causality
Hi I’m the producer and lead AI programmer on team Yggdrasil that is currently developing the game Causality.
Attack the world!
Our boss is no fun if the only thing he does is walking around. So in order to remedy this we tried to come up with some fun challenging attacks and patterns.
The animations where recorded in motion capture so all I had to do was write the code to make it work in game.
I used a finite state machine for all […]
Causality
Hi I’m the producer and lead AI programmer on team Yggdrasil that is currently developing the game Causality.
Attack the world!
Our boss is no fun if the only thing he does is walking around. So in order to remedy this we tried to come up with some fun challenging attacks and patterns.
The animations where recorded in motion capture so all I had to do was write the code to make it work in game.
I used a finite state machine for all […]
Win Screen
I spelet skulle vi använda oss av en vinstskärm, när spelaren vinner så ska spelet bytas till en vy där spelarna ser ett antal orcer som sjunger i kör, beroende på hur många orcer spelarna rädda kommer spelarna få olika antal vinstslut. När denna scen var slut skulle spelaren ges alternativen att fortsätta till nästa level eller gå tillbaka till huvudmenyn. Tanken från början var att när man räddade orcen skulle orcen ställa sig upp och gå in i en […]
Win Screen
I spelet skulle vi använda oss av en vinstskärm, när spelaren vinner så ska spelet bytas till en vy där spelarna ser ett antal orcer som sjunger i kör, beroende på hur många orcer spelarna rädda kommer spelarna få olika antal vinstslut. När denna scen var slut skulle spelaren ges alternativen att fortsätta till nästa level eller gå tillbaka till huvudmenyn. Tanken från början var att när man räddade orcen skulle orcen ställa sig upp och gå in i en […]
Crafting
Efter att spelarna ha huggit av orcens skadade lem behöver spelaren bygga en protes, efter det kommer spelarna behöva sätta på en protes på orcens avhuggna kroppsdel. Innan spelarna kan sätta en protes kommer spelarna behöva skapa protes genom olika material som finns runt omkring spelarna.För denna process behövde vi skapa ett craftingsystem för spelarna. Till en början tänkte vi ha olika kombinationerna av olika material som lågt runt omkring sjuklägret, vilket skulle ge olika typer av proteser som t.ex. […]
Crafting
Efter att spelarna ha huggit av orcens skadade lem behöver spelaren bygga en protes, efter det kommer spelarna behöva sätta på en protes på orcens avhuggna kroppsdel. Innan spelarna kan sätta en protes kommer spelarna behöva skapa protes genom olika material som finns runt omkring spelarna.För denna process behövde vi skapa ett craftingsystem för spelarna. Till en början tänkte vi ha olika kombinationerna av olika material som lågt runt omkring sjuklägret, vilket skulle ge olika typer av proteser som t.ex. […]