Yearly Archives: 2017
Playtesting and More… Much More.
Hey everyone,
Sorry for the long pause between blog posts but these past few weeks have been crazy busy… Even busier than the previous post stated!!
So here’s a few things that the group has been up to this past week… Mainly finalising and polishing everything we currently have and getting ready for our hand in dates for Gotland Game Conference (GGC) and Swedish Game Awards (SGA).
Our game has come on leaps and bounds into the 3D world and there’s been plenty of play […]
Playtesting and More… Much More.
Hey everyone,
Sorry for the long pause between blog posts but these past few weeks have been crazy busy… Even busier than the previous post stated!!
So here’s a few things that the group has been up to this past week… Mainly finalising and polishing everything we currently have and getting ready for our hand in dates for Gotland Game Conference (GGC) and Swedish Game Awards (SGA).
Our game has come on leaps and bounds into the 3D world and there’s been plenty of play […]
Alpha sprint
Towards the end of last week (week 3) we had our alpha deadline. This meant starting the week by compiling the feedback from the play-test so that we could tweak and change what was needed. Several bugs with the AI was presented and fixed as well.
This week mostly persisted of get what we had working good as well as putting in a joint effort to get an actual scene to play in with terrain, white boxing and level design.
My main area […]
Alpha sprint
Towards the end of last week (week 3) we had our alpha deadline. This meant starting the week by compiling the feedback from the play-test so that we could tweak and change what was needed. Several bugs with the AI was presented and fixed as well.
This week mostly persisted of get what we had working good as well as putting in a joint effort to get an actual scene to play in with terrain, white boxing and level design.
My main area […]
BGP – Day 36
Night before Beta presentation
This was a long day since I spent many hours adding small details to our level. During the day it started with creating a small mesh for a stone that I would use as part of a particle. The particle was a sand/dust particle that would activate when a player uses a elevator. Here it is:
Then I checked the different fires in one of my test levels so that they all looked different from one another and […]
BGP – Day 36
Night before Beta presentation
This was a long day since I spent many hours adding small details to our level. During the day it started with creating a small mesh for a stone that I would use as part of a particle. The particle was a sand/dust particle that would activate when a player uses a elevator. Here it is:
Then I checked the different fires in one of my test levels so that they all looked different from one another and […]
Captain’s log, stardate 94979.93.
We are approaching the Gotland Game Conference at a rapid pace, and despite many tasks ahead I thought I would log process of the Mage character.
Okey, enough Star Trek and let’s get down to business. We’ve just had our Beta presentation (it went okey, much to fix) and the team agreed to take the rest of the day and work on our reports. Since I’m a bit behind on the blogs, I thought I would write down my thoughts on […]
Captain’s log, stardate 94979.93.
We are approaching the Gotland Game Conference at a rapid pace, and despite many tasks ahead I thought I would log process of the Mage character.
Okey, enough Star Trek and let’s get down to business. We’ve just had our Beta presentation (it went okey, much to fix) and the team agreed to take the rest of the day and work on our reports. Since I’m a bit behind on the blogs, I thought I would write down my thoughts on […]
A very Late week 2
So now there will be a lot of posts in short succession. I’ve done a few outlines of these blogs so now I will finalize them so that you can take part of them which kind of is the whole point of this.
This week i did mostly continued work on the first enemy, the tank. The tank is one of the more basic enemies when it come to behavior, they move slowly towards the players to hit them but also […]
A very Late week 2
So now there will be a lot of posts in short succession. I’ve done a few outlines of these blogs so now I will finalize them so that you can take part of them which kind of is the whole point of this.
This week i did mostly continued work on the first enemy, the tank. The tank is one of the more basic enemies when it come to behavior, they move slowly towards the players to hit them but also […]
BGP – Vecka 7 & 8
Dessa veckor har fokuset legat på att göra färdigt miljön till spelet, samt att finputsa och lägga till nya modeller för att förgylla miljön i spelet. Vi gjorde golv, väggar och tak helt platta, och lade sedan på en textur på dessa. Texturen blev ganska bra, men efter att ha testat väggarna och golvet i spelet så tyckte vi att det såg alldeles för platt och tråkigt ut, framförallt i boss rummet. Det var inte spännande alls att slåss i […]
BGP – Vecka 7 & 8
Dessa veckor har fokuset legat på att göra färdigt miljön till spelet, samt att finputsa och lägga till nya modeller för att förgylla miljön i spelet. Vi gjorde golv, väggar och tak helt platta, och lade sedan på en textur på dessa. Texturen blev ganska bra, men efter att ha testat väggarna och golvet i spelet så tyckte vi att det såg alldeles för platt och tråkigt ut, framförallt i boss rummet. Det var inte spännande alls att slåss i […]
Amenti week 6 BGP
This week I have spent the most on migrating the whole server to a git repository instead of subversion. I made this decision because there were too many problems with the subversion repository. The main problem being that a bug happened which resulted in the affected person had to delete the whole project and then download it again for it to work. After some ten repeats by different people I became fed up with how much time this took from […]
Amenti week 6 BGP
This week I have spent the most on migrating the whole server to a git repository instead of subversion. I made this decision because there were too many problems with the subversion repository. The main problem being that a bug happened which resulted in the affected person had to delete the whole project and then download it again for it to work. After some ten repeats by different people I became fed up with how much time this took from […]
BGP2017 – 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 collider.
As […]
BGP2017 – 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 collider.
As […]
Veckoreflektion V.8 Fast Gear
Vecka 8 av produktionen har varit BETA vecka, där inlämningar av trailer, presentationer och spelet till SGA.
Under förra veckan hade vi ett BETA-speltest där vi fick in feedback från många olika spelare. Vilket såklart togs i åtanke vid finslipning av spelet inför de sista veckorna av produktionen.
Feedbacken vi fick från BETA-testet av våra handledare var att det borde läggas till en option för kameran, så spelaren har möjlighet att välja hur kameran beter sig. Mer specifikt att spelaren kan välja om […]
Veckoreflektion V.8 Fast Gear
Vecka 8 av produktionen har varit BETA vecka, där inlämningar av trailer, presentationer och spelet till SGA.
Under förra veckan hade vi ett BETA-speltest där vi fick in feedback från många olika spelare. Vilket såklart togs i åtanke vid finslipning av spelet inför de sista veckorna av produktionen.
Feedbacken vi fick från BETA-testet av våra handledare var att det borde läggas till en option för kameran, så spelaren har möjlighet att välja hur kameran beter sig. Mer specifikt att spelaren kan välja om […]
update #4 recaping a bit more
So having no prior knowledge on how to design a racing track i asked our resident racing fanatic on what made a racing track good, i got a very broad answer which didn’t really help me.
So i started reachercing a bit in the hopes that i could find a tutorial or something. And while i did find some usefull information they all boiled down to the same broad answer i got in the begining “make a track with a mix […]
update #4 recaping a bit more
So having no prior knowledge on how to design a racing track i asked our resident racing fanatic on what made a racing track good, i got a very broad answer which didn’t really help me.
So i started reachercing a bit in the hopes that i could find a tutorial or something. And while i did find some usefull information they all boiled down to the same broad answer i got in the begining “make a track with a mix […]
Goblin Doctors
As Goblin Doctors, the player and their partner are tasked with treating as many wounded orcs as possible from a nearby battlefield. The goblins haven’t exactly had professional medical training though…
Goblin Doctors a is casual, isometric top down, local multiplayer, party game with a fantasy theme, developed for PC in Unity using 3DSMax, Substance Painter 2, Photoshop and MotionBuilder.
Team:
Svante Livén – Producer
Nils Folker – Game Designer
Måns Möller – Lead Art/Animation
Lukas Graff – […]
Goblin Doctors
As Goblin Doctors, the player and their partner are tasked with treating as many wounded orcs as possible from a nearby battlefield. The goblins haven’t exactly had professional medical training though…
Goblin Doctors a is casual, isometric top down, local multiplayer, party game with a fantasy theme, developed for PC in Unity using 3DSMax, Substance Painter 2, Photoshop and MotionBuilder.
Team:
Svante Livén – Producer
Nils Folker – Game Designer
Måns Möller – Lead Art/Animation
Lukas Graff – […]
Eyes Align
A 2D narrative adventure game featuring a murder mystery aboard a shady space station filled to the brim with enigmatic characters.
The player, a human, is by coincidence thrown into a mystery aboard the space station they live in and as the plot thickens, what looks like a murder at first glance turns out to be only a glimpse into the conspiracies that lurk at the very heart of the station.
The game is developed for the PC using Twine […]
Eyes Align
A 2D narrative adventure game featuring a murder mystery aboard a shady space station filled to the brim with enigmatic characters.
The player, a human, is by coincidence thrown into a mystery aboard the space station they live in and as the plot thickens, what looks like a murder at first glance turns out to be only a glimpse into the conspiracies that lurk at the very heart of the station.
The game is developed for the PC using Twine […]