Daily Archives: February 7, 2018

08-02-2018

This first blog post will be about how I as the lead programmer choose to implement movement into our game. For some context: the game me and my fellow team members are working on will feature loads of different sprites that move around. The player will be one of them and the others will be different types of enemies and pickups. In order to simplify the code and write as little duplicate code as possible, I choose to make all my […]

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Program: Programming

08-02-2018

This first blog post will be about how I as the lead programmer choose to implement movement into our game. For some context: the game me and my fellow team members are working on will feature loads of different sprites that move around. The player will be one of them and the others will be different types of enemies and pickups. In order to simplify the code and write as little duplicate code as possible, I choose to make all my […]

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Program: Programming

First update

This is my first update.

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Program: Programming

First update

This is my first update.

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Program: Programming

Project Aetherial Blog One

Introduction
We are currently on sprint three of our game project, based on the concept document of the game Aetherial. For this first blog I will focus on the creation and development of one of the games’ enemies: the so-called sky pufferfish. As one of the graphical artists of the team, I am in charge of all the “common” enemies of the game, while the other artist is in charge of the player avatar and final boss. This was decided in […]

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Program: Graphics

Project Aetherial Blog One

Introduction
We are currently on sprint three of our game project, based on the concept document of the game Aetherial. For this first blog I will focus on the creation and development of one of the games’ enemies: the so-called sky pufferfish. As one of the graphical artists of the team, I am in charge of all the “common” enemies of the game, while the other artist is in charge of the player avatar and final boss. This was decided in […]

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Program: Graphics

First Post

Hello reader
The artefact that i will write about this week is the shockwave shooting. It’s a part of our power-up that we are implementing for our game. It’s made with one script that allows the player to shoot a shockwave once he has collected enough power-up drops that drop from the enemies to fill the power-up bar, but i will not go into that more at this time.
I made the shockwave shooting by making a script that takes a public […]

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Program: Programming

First Post

Hello reader
The artefact that i will write about this week is the shockwave shooting. It’s a part of our power-up that we are implementing for our game. It’s made with one script that allows the player to shoot a shockwave once he has collected enough power-up drops that drop from the enemies to fill the power-up bar, but i will not go into that more at this time.
I made the shockwave shooting by making a script that takes a public […]

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Program: Programming

Test

Just… let this work. God I’m ~Tired~

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Program: Game Design

Test

Just… let this work. God I’m ~Tired~

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Program: Game Design

7th of February

A lot have happened since the previous post – Mostly due to the fact that we wanted the camera to be tilted 45 degrees rather than have the game be truly top down (which would mean that the camera is tilted 90 degrees). Our justification for this is that the gameplay will heavily rely on exploration in the form of finding interesting sites and structures. Creating art assets that fuels this drive for exploration by virtue of being interesting to […]

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Program: Graphics

7th of February

A lot have happened since the previous post – Mostly due to the fact that we wanted the camera to be tilted 45 degrees rather than have the game be truly top down (which would mean that the camera is tilted 90 degrees). Our justification for this is that the gameplay will heavily rely on exploration in the form of finding interesting sites and structures. Creating art assets that fuels this drive for exploration by virtue of being interesting to […]

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Program: Graphics

Blog post 1 – The Mist

Hello! My name is Jesper Bergman and I am the lead designer for group Zombie.
The concept document we chose to create our game from was Umibozu. A big part of umibozu is the mist, the mist is used for both gameplay and visuals. The mist is used to cover things and bring a sense of mystery to the player. The player would be able to see through the mist with a flashlight. This mist has caused our group a big […]

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Program: Game Design

Blog post 1 – The Mist

Hello! My name is Jesper Bergman and I am the lead designer for group Zombie.
The concept document we chose to create our game from was Umibozu. A big part of umibozu is the mist, the mist is used for both gameplay and visuals. The mist is used to cover things and bring a sense of mystery to the player. The player would be able to see through the mist with a flashlight. This mist has caused our group a big […]

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Program: Game Design

Entry 1: Basic Enemies

My name is Jesper Karbing and I´m a graphics minor working as an artist in Group Jabberwock. I´m also Lead Sound. We are doing pixel art for our game concept, Behemoth, which is something I have never done before. The main aesthetic goal of the game is to make the player feel big and slow, like controlling heavy machinery. It is in regards to this that I design the enemy types that are encountered.
I will focus on telling the player through the […]

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Program: Graphics

Entry 1: Basic Enemies

My name is Jesper Karbing and I´m a graphics minor working as an artist in Group Jabberwock. I´m also Lead Sound. We are doing pixel art for our game concept, Behemoth, which is something I have never done before. The main aesthetic goal of the game is to make the player feel big and slow, like controlling heavy machinery. It is in regards to this that I design the enemy types that are encountered.
I will focus on telling the player through the […]

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Program: Graphics

Week #1 – Player Projectile Sound Effect

Who – Anton Berglund
I am a 1st year student, enrolled at the Game Design and Project Management program in Uppsala University, Campus Gotland.
I have a long-standing love for games and dabble in a bit of everything related to the game development process. I am born and raised in Sweden (mostly) and currently working on getting my feet into the doors of game development. In the game development team I function as lead sound designer as well as producer.

What – Projectile […]

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Week #1 – Player Projectile Sound Effect

Who – Anton Berglund
I am a 1st year student, enrolled at the Game Design and Project Management program in Uppsala University, Campus Gotland.
I have a long-standing love for games and dabble in a bit of everything related to the game development process. I am born and raised in Sweden (mostly) and currently working on getting my feet into the doors of game development. In the game development team I function as lead sound designer as well as producer.

What – Projectile […]

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Blog1

 Sharks
The goal of this post is to present and reflect on the process I went through when beginning to design and animate the movement of the shark enemy for our game.
So how does a shark look like? Well that depends. There are many different kinds of sharks and they all look different. So the first thing I did was to research which types of sharks that were common in the seas surrounding Japan. I decided to go with the great white […]

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Program: Graphics

Blog1

 Sharks
The goal of this post is to present and reflect on the process I went through when beginning to design and animate the movement of the shark enemy for our game.
So how does a shark look like? Well that depends. There are many different kinds of sharks and they all look different. So the first thing I did was to research which types of sharks that were common in the seas surrounding Japan. I decided to go with the great white […]

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Program: Graphics

Creating a workspace

As a project manager I have made it a point to promote productivity with the help of a communal environment. I want my team members to work in a space where they feel like they are working together, where we can promote the feeling of togetherness and also where we can just talk to each other as friends and take real breaks. To achieve this I decided to set up my apartment for this. A sturdy kitchen table and a […]

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Creating a workspace

As a project manager I have made it a point to promote productivity with the help of a communal environment. I want my team members to work in a space where they feel like they are working together, where we can promote the feeling of togetherness and also where we can just talk to each other as friends and take real breaks. To achieve this I decided to set up my apartment for this. A sturdy kitchen table and a […]

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Will this update correctly

Zeer O

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Program: Graphics

Will this update correctly

Zeer O

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Program: Graphics