Yearly Archives: 2017
Goblin Doctors: Sorry and Week 1
Hi! For five weeks, I’ve been working on the game project Goblin Doctors and not one single blog post have I written about it. Sorry about that . To make up for this I will over a few days recap the main tasks that I’ve been working with during these five weeks. Let’s start off with week one, shall we?
Week 1 – Goblin engineering
This week I’ve been working on concepts and made meshes for three different tools that the player […]
Goblin Doctors: Sorry and Week 1
Hi! For five weeks, I’ve been working on the game project Goblin Doctors and not one single blog post have I written about it. Sorry about that . To make up for this I will over a few days recap the main tasks that I’ve been working with during these five weeks. Let’s start off with week one, shall we?
Week 1 – Goblin engineering
This week I’ve been working on concepts and made meshes for three different tools that the player […]
Characters
Our game is described as a story-oriented racing-game. They idea is that the results and events that happen during the races will change how people percieve you.
Ofcourse we have the press conferences, where the player will get to answer questions which will build up expectations on the play player during the race, but we also wanted to have more intimate character-interactions, which are mostly with you fellow drivers.
In the vertical slice of our game that we will show during GGC, […]
Characters
Our game is described as a story-oriented racing-game. They idea is that the results and events that happen during the races will change how people percieve you.
Ofcourse we have the press conferences, where the player will get to answer questions which will build up expectations on the play player during the race, but we also wanted to have more intimate character-interactions, which are mostly with you fellow drivers.
In the vertical slice of our game that we will show during GGC, […]
A Ray of Hope: Texture Update
I need to recall making more of these. How many did we have to make again? Eight? I don’t know.
I’ll update when I have a number of things to show.
The textures for sinks, toilets, and stalls are finished, rusty and old as they should be compared to the pleasant and nice before pictures…
3D coat, as my program of choice when it comes to textures, which makes this sort of thing fairly easy to make. It took […]
A Ray of Hope: Texture Update
I need to recall making more of these. How many did we have to make again? Eight? I don’t know.
I’ll update when I have a number of things to show.
The textures for sinks, toilets, and stalls are finished, rusty and old as they should be compared to the pleasant and nice before pictures…
3D coat, as my program of choice when it comes to textures, which makes this sort of thing fairly easy to make. It took […]
GGC Powerpoint
Yesterday I worked with the GGC powerpoint all day, I wanted it to look really good and really show how the game is by just watching the presentation, (duh), maybe not with words but with gifs, a good background, sound and a nice font. I fixed the logo a bit more because it was hard to see the darker letters on a dark background, to fix that I made better rimlight and also made the last letters less greenish and […]
GGC Powerpoint
Yesterday I worked with the GGC powerpoint all day, I wanted it to look really good and really show how the game is by just watching the presentation, (duh), maybe not with words but with gifs, a good background, sound and a nice font. I fixed the logo a bit more because it was hard to see the darker letters on a dark background, to fix that I made better rimlight and also made the last letters less greenish and […]
[5SD037] Pathfinding
So during my last blog post I wrote about network, one important aspect in our vertical slice of the game. And in this post I will continue with another important system in the game. As the title implies it’s pathfinding.
So if you haven’t read the first post yet I encourage you to do it before this one. So as I wrote in the introduction you can play as demon in the game who has the ability to spawn minions from portal (who demon […]
[5SD037] Pathfinding
So during my last blog post I wrote about network, one important aspect in our vertical slice of the game. And in this post I will continue with another important system in the game. As the title implies it’s pathfinding.
So if you haven’t read the first post yet I encourage you to do it before this one. So as I wrote in the introduction you can play as demon in the game who has the ability to spawn minions from portal (who demon […]
A Dangerous Game? Problematic Aspects of Digital Gaming
This is the fifth symposium on digital games hosted by the Swedish Museum of Science and Technology. This time we were discussing game addiction / problematic gaming. Our new colleague Patrick Prax shared his research taking a holistic approach to treatment.
“Rather than taking games away, we need to add life back.”
More people than ever before are playing digital games. For many it is just an enjoyable leisure activity but games and […]
A Dangerous Game? Problematic Aspects of Digital Gaming
This is the fifth symposium on digital games hosted by the Swedish Museum of Science and Technology. This time we were discussing game addiction / problematic gaming. Our new colleague Patrick Prax shared his research taking a holistic approach to treatment.
“Rather than taking games away, we need to add life back.”
More people than ever before are playing digital games. For many it is just an enjoyable leisure activity but games and […]
BGP – Day 26
Animation Issues..
I thought I was going to get to work on the animations today, but guess what, more problems! Today was an issue regarding the rotation of the arm, where the arm didn’t rotate with the hand as it should and didn’t even move with the hand. Causing this:
What I figures is that since the RIG has an extra bone for the forearm to simulate a more realistic rotation/deformation of the arm this might be the problem. So what i […]
BGP – Day 26
Animation Issues..
I thought I was going to get to work on the animations today, but guess what, more problems! Today was an issue regarding the rotation of the arm, where the arm didn’t rotate with the hand as it should and didn’t even move with the hand. Causing this:
What I figures is that since the RIG has an extra bone for the forearm to simulate a more realistic rotation/deformation of the arm this might be the problem. So what i […]
BGP – Day 25
Changing the characters position
Exactly as the title says, I have been editing the characters position in motionbuilder so that all animations originate from the same position. If this isn’t done it would otherwise cause the animation to move all over the place. This mean that I had to take the animations, move them into whats called the ”storyline”.
Activate a certain optioned called ghost then choose the translation tool, reset the position to 0, 0, 0 and repeat that process for all […]
BGP – Day 25
Changing the characters position
Exactly as the title says, I have been editing the characters position in motionbuilder so that all animations originate from the same position. If this isn’t done it would otherwise cause the animation to move all over the place. This mean that I had to take the animations, move them into whats called the ”storyline”.
Activate a certain optioned called ghost then choose the translation tool, reset the position to 0, 0, 0 and repeat that process for all […]
The Summoning 02
This post will contain confusion and clarity about using Shader Forge and shaders in Unity. For you who are not familiar with Shader Forge it is a plugin for Unity that will allow you to build and making your own custom shaders to get the look that you want for your game.
For our game we want to have a texture that are familiar to ink on a parchment paper. Therefore we decided to try Shader forge and build a shader […]
The Summoning 02
This post will contain confusion and clarity about using Shader Forge and shaders in Unity. For you who are not familiar with Shader Forge it is a plugin for Unity that will allow you to build and making your own custom shaders to get the look that you want for your game.
For our game we want to have a texture that are familiar to ink on a parchment paper. Therefore we decided to try Shader forge and build a shader […]
Alien Color
This is the week the characters will be finished fore filming!! Excitement is true the roof!!
But before that they need there color.
Not the representative of the final colors
The color of the characters needed to pop of the backgrounds we feel so because the environments are so dark and blue the characters needed to inherent more warm colors.
of course we have two characters in the game that is of the robotic variety and needed a more shiny gray look to them.
This […]
Alien Color
This is the week the characters will be finished fore filming!! Excitement is true the roof!!
But before that they need there color.
Not the representative of the final colors
The color of the characters needed to pop of the backgrounds we feel so because the environments are so dark and blue the characters needed to inherent more warm colors.
of course we have two characters in the game that is of the robotic variety and needed a more shiny gray look to them.
This […]
Me vs the World
So week 6 of Big Game Project has begun.
The structure of the game world has been victim to change after change. I was never fully happy with the layout until just now.
It began as a huge world with a linear layout; then it became more expanded, but overall shorter. It’s been going from point A to B, A to C and THEN to B.
It was important to me that the world the player explores works well with the puzzles that […]
Me vs the World
So week 6 of Big Game Project has begun.
The structure of the game world has been victim to change after change. I was never fully happy with the layout until just now.
It began as a huge world with a linear layout; then it became more expanded, but overall shorter. It’s been going from point A to B, A to C and THEN to B.
It was important to me that the world the player explores works well with the puzzles that […]
BGP 2017 Fast Gear: Cars
This week will be our sixth working on our Big Game Project. Last week we also had our alpha deadline and testing which went pretty well, we got some useful feedback and the teachers who tried it out seemed to like it even with our current issues and minor tiny little gamebreaking bugs.
As I mentioned in my previous post, I’ve been tasked to design and make the cars for our game and that is practically what I’ve been doing since the […]
BGP 2017 Fast Gear: Cars
This week will be our sixth working on our Big Game Project. Last week we also had our alpha deadline and testing which went pretty well, we got some useful feedback and the teachers who tried it out seemed to like it even with our current issues and minor tiny little gamebreaking bugs.
As I mentioned in my previous post, I’ve been tasked to design and make the cars for our game and that is practically what I’ve been doing since the […]