Yearly Archives: 2017
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 […]
Week 9, Last sprint and GGC
Hello everyone!
The last sprint before GGC, aswell as GGC itself is now over!
It has been a blast to work on this project and i´ve learned a lot, especially about Unreal Engine 4. It had its ups and downs, nothing is perfect.
However the project itself has inspired me to learn basic code so that i can prototype games.
To communicate ideas is an important part of the work, and with a prototype, that is one additional way of communication. I also wish […]
Week 9, Last sprint and GGC
Hello everyone!
The last sprint before GGC, aswell as GGC itself is now over!
It has been a blast to work on this project and i´ve learned a lot, especially about Unreal Engine 4. It had its ups and downs, nothing is perfect.
However the project itself has inspired me to learn basic code so that i can prototype games.
To communicate ideas is an important part of the work, and with a prototype, that is one additional way of communication. I also wish […]
Neon Skies – GGC Extra post
We faced a lot of critical problems before GGC and had to remove a lot of content from the game to make it stable and we had problems connecting the computers which took a whole day of GGC away. However, when we finally got it working we realized we had forgotten to make a texture for the first person arms, as such we sat down for 20 minutes before the second day started and fixed a fast version that would […]
Neon Skies – GGC Extra post
We faced a lot of critical problems before GGC and had to remove a lot of content from the game to make it stable and we had problems connecting the computers which took a whole day of GGC away. However, when we finally got it working we realized we had forgotten to make a texture for the first person arms, as such we sat down for 20 minutes before the second day started and fixed a fast version that would […]
[5SD037] Post GGC
Gotland Game Conference is over and it is now back to reality. For those who never heard about GGC before it is an annual held conference hosted by Uppsala University, Campus Gotland, Departement of Game Design. It was my second time attending and I would recommend it to everyone, it is definitely the highlight of the year!
We got a ton of great feedback from almost everyone, which makes really happy and proud to be part of the project. We have also […]
[5SD037] Post GGC
Gotland Game Conference is over and it is now back to reality. For those who never heard about GGC before it is an annual held conference hosted by Uppsala University, Campus Gotland, Departement of Game Design. It was my second time attending and I would recommend it to everyone, it is definitely the highlight of the year!
We got a ton of great feedback from almost everyone, which makes really happy and proud to be part of the project. We have also […]
Week 4: Rethinking Amutation and Vertex Normals
Hi! This week I’ve been making changes of the orc mesh and redesigned the amputation system.
At the end of week 3 we presented the alpha of goblin doctors. The build did not contain that much of a game but we had the opportunity to find out what players thought of the amputation mechanics. As they worked through the orcs body, chopping of the legs and arms they ended up aiming the amputation axe at the orcs head. They then launched […]
Week 4: Rethinking Amutation and Vertex Normals
Hi! This week I’ve been making changes of the orc mesh and redesigned the amputation system.
At the end of week 3 we presented the alpha of goblin doctors. The build did not contain that much of a game but we had the opportunity to find out what players thought of the amputation mechanics. As they worked through the orcs body, chopping of the legs and arms they ended up aiming the amputation axe at the orcs head. They then launched […]
Blog Post 3, a background story
Hey ho, let’s go!
I will take a break from animations and sound in this post.
As our game takes place on the British Isles in a alternative universe, we thought it would be good to have some information about why there are demons and why the mages you play as fights them. So, I took matter into my own hands and wrote a short story, which follows here;
”Long ago, on the island of Albion lived king Duncan along with his queen […]
Blog Post 3, a background story
Hey ho, let’s go!
I will take a break from animations and sound in this post.
As our game takes place on the British Isles in a alternative universe, we thought it would be good to have some information about why there are demons and why the mages you play as fights them. So, I took matter into my own hands and wrote a short story, which follows here;
”Long ago, on the island of Albion lived king Duncan along with his queen […]
BGP Six: Playtest by conference
For the final part of production, we had the opportunity to display our game at the Gotland Game Conference. This was a great chance to see how a wide variety of people respond to the game, and to get feedback!
It was interesting to see how the gameplay experience differed wildly between different people. Some understood it really quickly and managed to make their way through our level in under ten minutes, while others struggled for perhaps half an hour before […]
BGP Six: Playtest by conference
For the final part of production, we had the opportunity to display our game at the Gotland Game Conference. This was a great chance to see how a wide variety of people respond to the game, and to get feedback!
It was interesting to see how the gameplay experience differed wildly between different people. Some understood it really quickly and managed to make their way through our level in under ten minutes, while others struggled for perhaps half an hour before […]
Veckoreflektion Efter Gotland Game Conference
Nu är kursen avslutad och utställningarna på Gotland Game Conference (G.G.C) är bortplockade.
Under G.G.C har vi fått extremt mycket feedback på vårt spel. Detta av varierad karaktär. Om det skulle göras en summering av feedbacken med tre ord skulle dessa vara: Spelarstyrning, grafik samt Kamera.
Feedbacken på spelarstyrningen var det som upplevdes mest negativt, i princip alla som prövade spelet hade en åsikt om att det var för svårt att styra bilen spelaren körde. Detta gick hand i hand med att AI-bilarna var för svåra för spelarstyrningen.
Däremot […]
Veckoreflektion Efter Gotland Game Conference
Nu är kursen avslutad och utställningarna på Gotland Game Conference (G.G.C) är bortplockade.
Under G.G.C har vi fått extremt mycket feedback på vårt spel. Detta av varierad karaktär. Om det skulle göras en summering av feedbacken med tre ord skulle dessa vara: Spelarstyrning, grafik samt Kamera.
Feedbacken på spelarstyrningen var det som upplevdes mest negativt, i princip alla som prövade spelet hade en åsikt om att det var för svårt att styra bilen spelaren körde. Detta gick hand i hand med att AI-bilarna var för svåra för spelarstyrningen.
Däremot […]
Day 1 in pictures
Just a brief update with few pics from the first day of #GGConf2017! It’s been such a blast!
Join us again tomorrow, Tuesday, for:
09:00 – Human Rights in Virtual Worlds
10:00 – Designing games as an expression of grief
11:00 – followed by three hours of games on the show floor (11:00-14:00)!
14:00 – After the final talk by Bonnie Ruberg (14-15) there are just a two more hours to try the games before the show floor is shut down for […]
Day 1 in pictures
Just a brief update with few pics from the first day of #GGConf2017! It’s been such a blast!
Join us again tomorrow, Tuesday, for:
09:00 – Human Rights in Virtual Worlds
10:00 – Designing games as an expression of grief
11:00 – followed by three hours of games on the show floor (11:00-14:00)!
14:00 – After the final talk by Bonnie Ruberg (14-15) there are just a two more hours to try the games before the show floor is shut down for […]
GGC 2017, Day 1
Just a brief update with few pics from the first day of #GGConf2017! It’s been such a blast!
Join us again tomorrow, Tuesday, for:
09:00 – Human Rights in Virtual Worlds
10:00 – Designing games as an expression of grief
11:00 – followed by three hours of games on the show floor (11:00-14:00)!
14:00 – After the final talk by Bonnie Ruberg (14-15) there are just a two more hours to try the games before the show floor is shut down for […]
GGC 2017, Day 1
Just a brief update with few pics from the first day of #GGConf2017! It’s been such a blast!
Join us again tomorrow, Tuesday, for:
09:00 – Human Rights in Virtual Worlds
10:00 – Designing games as an expression of grief
11:00 – followed by three hours of games on the show floor (11:00-14:00)!
14:00 – After the final talk by Bonnie Ruberg (14-15) there are just a two more hours to try the games before the show floor is shut down for […]
Boxing the map.
In the game The Summoning the players are playing on a terrain made in Unity. The CharacterControllers in Unity can handle slopes upwards, but can’t do it downwards. This is the reason to why we need to create boxes on the map, so the players can’t walk out from it.
Firstly we created a object with a collider and gave it a layer which is called ”WorldBoxes”. Now we can decide what can pass trough the boxes changing the physics in the project. Then the boxes gets extended and […]
Boxing the map.
In the game The Summoning the players are playing on a terrain made in Unity. The CharacterControllers in Unity can handle slopes upwards, but can’t do it downwards. This is the reason to why we need to create boxes on the map, so the players can’t walk out from it.
Firstly we created a object with a collider and gave it a layer which is called ”WorldBoxes”. Now we can decide what can pass trough the boxes changing the physics in the project. Then the boxes gets extended and […]
Part 6: Why agile is great, and where we failed
The second day of GGC has just ended and I need to ventilate regarding the biggest failure of this project. Failing to work in an agile environment.
What is great with working agile is that you during sprint reviews take a step back after adding a feature, evaluating its design and intent.
As we started working on Rune Mages this was indeed planned. However, something happened early on in the project which today can be seen in the game. Most of the […]
Part 6: Why agile is great, and where we failed
The second day of GGC has just ended and I need to ventilate regarding the biggest failure of this project. Failing to work in an agile environment.
What is great with working agile is that you during sprint reviews take a step back after adding a feature, evaluating its design and intent.
As we started working on Rune Mages this was indeed planned. However, something happened early on in the project which today can be seen in the game. Most of the […]