Yearly Archives: 2017
A Rat Betwixt Blog Post #5 – Additional Problems
Featured image – “This is fine dog” by KC Green
Personal Status
Hello! Back again with another insight blog post into the Game Design Project – A Rat Betwixt.
So, a project such as a game project takes quite a bit of time and work to get finished. This can be quite the stressful period with a lot of crunching (working extra hours beyond the “normal” amount of extra hours. Often multiple hours after midnight after a normal 9-17 work day) just to hit those […]
A Rat Betwixt Blog Post #5 – Additional Problems
Featured image – “This is fine dog” by KC Green
Personal Status
Hello! Back again with another insight blog post into the Game Design Project – A Rat Betwixt.
So, a project such as a game project takes quite a bit of time and work to get finished. This can be quite the stressful period with a lot of crunching (working extra hours beyond the “normal” amount of extra hours. Often multiple hours after midnight after a normal 9-17 work day) just to hit those […]
The wreck deck – Real time Lightning
Iam going to talk about how i made the lightinig this week.
So as an programmer i had some clues how to get good lightning in the game but i was not sure. I startet to watch some turtorials and found a really good turtorial in youtube . The lightning academy for unreal on youtube helped me with a lot of problems i faced when i made the lightning. There are some tools in unreal which helps to get an more […]
The wreck deck – Real time Lightning
Iam going to talk about how i made the lightinig this week.
So as an programmer i had some clues how to get good lightning in the game but i was not sure. I startet to watch some turtorials and found a really good turtorial in youtube . The lightning academy for unreal on youtube helped me with a lot of problems i faced when i made the lightning. There are some tools in unreal which helps to get an more […]
Rune Mages – Burning Hands VFX
In our game Rune Mages a key mechanic is to combine runes to make different spells. But what do you get if you combine a fire rune with a water rune? We decided that it would be a water spray on fire. This spell has greater range then the water spray spell but is also cone shaped and it does a lot of damage. Unlike the water spray I didn’t have any problem selling the effect as a “fire spray” […]
Rune Mages – Burning Hands VFX
In our game Rune Mages a key mechanic is to combine runes to make different spells. But what do you get if you combine a fire rune with a water rune? We decided that it would be a water spray on fire. This spell has greater range then the water spray spell but is also cone shaped and it does a lot of damage. Unlike the water spray I didn’t have any problem selling the effect as a “fire spray” […]
The week before Gotland Game Conference
The following is a list of what I did the week before Gotland Game Conference (GGC), and for a bit during GGC.
I made it so every character in the game starts facing a random direction. It would be better if the characters instead faced a direction that made best sense, but it’s a fast and easy solution, and it’s better than that every character starts facing the same direction.
I finished the system for saving network messages that are not ready to be […]
The week before Gotland Game Conference
The following is a list of what I did the week before Gotland Game Conference (GGC), and for a bit during GGC.
I made it so every character in the game starts facing a random direction. It would be better if the characters instead faced a direction that made best sense, but it’s a fast and easy solution, and it’s better than that every character starts facing the same direction.
I finished the system for saving network messages that are not ready to be […]
Big Game Project: Post 6
This post will cover the work that was done the last two weeks of our project. Even though it will cover two weeks of work I get the feeling that it will be quite short since I don’t know what to say that has not already been said in my previous posts, but I’ll do my best.
Second to last week
Most of the time this week was spent in making the trailer for our game. What the designer wanted was a […]
Big Game Project: Post 6
This post will cover the work that was done the last two weeks of our project. Even though it will cover two weeks of work I get the feeling that it will be quite short since I don’t know what to say that has not already been said in my previous posts, but I’ll do my best.
Second to last week
Most of the time this week was spent in making the trailer for our game. What the designer wanted was a […]
BGP Post 6
The final week of development came with many quick changes in the groups schedule and in the projects overall layout. At this point the need to actually finish the implementation of all our assets in the game became all the more pressing as we rushed towards our deadline. Even at this point in development some last minute changes were made to our game, affecting our levels layout, mechanics within the game and overall visuals. There were two tasks that called for […]
BGP Post 6
The final week of development came with many quick changes in the groups schedule and in the projects overall layout. At this point the need to actually finish the implementation of all our assets in the game became all the more pressing as we rushed towards our deadline. Even at this point in development some last minute changes were made to our game, affecting our levels layout, mechanics within the game and overall visuals. There were two tasks that called for […]
Amenti BGP week 7-10
The last three weeks of the project a lot of things happened in the game. The first week, week seven, a lot of light and foliage was added by me in the game. The reason being so that the level did not look too empty when we were going to show it on the beta play test. The beta play test was at Thursday so the group worked hard to fix as much things in the game as possible. Because […]
Amenti BGP week 7-10
The last three weeks of the project a lot of things happened in the game. The first week, week seven, a lot of light and foliage was added by me in the game. The reason being so that the level did not look too empty when we were going to show it on the beta play test. The beta play test was at Thursday so the group worked hard to fix as much things in the game as possible. Because […]
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 […]
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 […]
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 […]
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 […]
BGP #4
Welcome back to Causality!
Today I will talk about what has been accomplised during week 4! I will talk about why and how I implemented a special evasive maneuver for our game Causality. The reason we wanted an evasive maneuver was to increase the players mobility but also to help the player evade attacks and move away from enemies. So this evasive maneuver had to be something that could be used fast and move the player away if necessary from combat […]
BGP #4
Welcome back to Causality!
Today I will talk about what has been accomplised during week 4! I will talk about why and how I implemented a special evasive maneuver for our game Causality. The reason we wanted an evasive maneuver was to increase the players mobility but also to help the player evade attacks and move away from enemies. So this evasive maneuver had to be something that could be used fast and move the player away if necessary from combat […]
BGP #5
Welcome back to Causality!
Today I will talk about what I have accomplised during week 5 of the production of Causalityly. During week 5 I implemented a life stealing ability for the player, how and why I implemented life steal I will tell you now. Causality needed a unique game feature so after brain storming we came up with the idea that you would be able to enter another dimension. In the other dimension you had would have the ability to […]
BGP #5
Welcome back to Causality!
Today I will talk about what I have accomplised during week 5 of the production of Causalityly. During week 5 I implemented a life stealing ability for the player, how and why I implemented life steal I will tell you now. Causality needed a unique game feature so after brain storming we came up with the idea that you would be able to enter another dimension. In the other dimension you had would have the ability to […]
BGP #6
Welcome back to Causality!
Today I will talk about what I accompliced at week 6! During week 6 I had to implement new features to our game, and here I will explain why and how. The reason we decided to add new features was because we had been talking to one of our teachers and realized that we wouln’t be able to have several weapons and that it would require to much work from the graphical artists. So we decided to […]
BGP #6
Welcome back to Causality!
Today I will talk about what I accompliced at week 6! During week 6 I had to implement new features to our game, and here I will explain why and how. The reason we decided to add new features was because we had been talking to one of our teachers and realized that we wouln’t be able to have several weapons and that it would require to much work from the graphical artists. So we decided to […]