Daily Archives: February 8, 2018
Working on the Alpha presentation. Post 1
I decided to work on the Alpha presentation this week since the deadline for it is next week. I chose to work on this because as the project manager I don’t feel that I have a lot to contribute the group in terms of actually creating the game. After going over the instructions I began thinking of what the best way would be for preparing the group for the presentation. I am currently working on what to say during the […]
Working on the Alpha presentation. Post 1
I decided to work on the Alpha presentation this week since the deadline for it is next week. I chose to work on this because as the project manager I don’t feel that I have a lot to contribute the group in terms of actually creating the game. After going over the instructions I began thinking of what the best way would be for preparing the group for the presentation. I am currently working on what to say during the […]
1st post – Managing and organising the product backlog
These past two weeks me and my team have been working on developing a “shoot em up” game. We chose the concept document “Umibozu” which has a mysterious feeling as aesthetics. This is our first time developing a video game and each member finally has a chance to show their skills, which might be quite challenging since we have two and a half months to finish the game. My job is mainly to manage the team and to plan and […]
1st post – Managing and organising the product backlog
These past two weeks me and my team have been working on developing a “shoot em up” game. We chose the concept document “Umibozu” which has a mysterious feeling as aesthetics. This is our first time developing a video game and each member finally has a chance to show their skills, which might be quite challenging since we have two and a half months to finish the game. My job is mainly to manage the team and to plan and […]
Oskar Karlsson game dev
Picture of Vampire Concept Document
I am oskar Karlsson the lead programmer in the group Archon. And for the first week I worked on the code for the player movement. We are makeing a game out of Team Vampires concept document and the game is named Aetherial. Player movement is scripted whit the C# language and Unity is the game engine that the game is made in.
I started of whit looking on the space shooter tutorial in Unitys web site to […]
Oskar Karlsson game dev
Picture of Vampire Concept Document
I am oskar Karlsson the lead programmer in the group Archon. And for the first week I worked on the code for the player movement. We are makeing a game out of Team Vampires concept document and the game is named Aetherial. Player movement is scripted whit the C# language and Unity is the game engine that the game is made in.
I started of whit looking on the space shooter tutorial in Unitys web site to […]
5SD064 – Game Design Blog 08/02
Spider behavior and mechanics
This week I redesigned and specified the behavior and mechanics of the spider, one of the enemies in our game ”Beelonging”. The reason for this is that I, as the designer of the team, wanted to communicate my vision better to the the rest of the team, specifically the artists and programmers, as well as balance this enemy that I felt was a bit too inbalanced.
The spider is supposed to climb up and down a string of […]
5SD064 – Game Design Blog 08/02
Spider behavior and mechanics
This week I redesigned and specified the behavior and mechanics of the spider, one of the enemies in our game ”Beelonging”. The reason for this is that I, as the designer of the team, wanted to communicate my vision better to the the rest of the team, specifically the artists and programmers, as well as balance this enemy that I felt was a bit too inbalanced.
The spider is supposed to climb up and down a string of […]
Our infinite ocean.
This post will dive in to the thoughts and decision making behind my team finally deciding on create an infinite level for our game.
In the Concept document my team and I picked the high concept says:
“You are an adventurer attempting to navigate a boat through a thick fog on a journey to find a mysterious entity.”
According to the document the idea was then to let the player move in all directions but that the level would scroll from the top. […]
Our infinite ocean.
This post will dive in to the thoughts and decision making behind my team finally deciding on create an infinite level for our game.
In the Concept document my team and I picked the high concept says:
“You are an adventurer attempting to navigate a boat through a thick fog on a journey to find a mysterious entity.”
According to the document the idea was then to let the player move in all directions but that the level would scroll from the top. […]
Blog Post 1 : Power up – Light
Hello there.
This week I’m going to talk about the design of the power up in the game “Depth”. This game concept was given as a choice to the students at Uppsala University, Campus Gotland, in the course Game Design 2, to create. Group Troll, which I am the project manager of, decided to create the game “Depth”. In the requirements, to get a passing grade, we had to include a power up, which this game concept was without. So it […]
Blog Post 1 : Power up – Light
Hello there.
This week I’m going to talk about the design of the power up in the game “Depth”. This game concept was given as a choice to the students at Uppsala University, Campus Gotland, in the course Game Design 2, to create. Group Troll, which I am the project manager of, decided to create the game “Depth”. In the requirements, to get a passing grade, we had to include a power up, which this game concept was without. So it […]
Aetherial2D Project – Character Movement
When you try to programme a game, the first thing you are going to think about it is your main character. The most basic thing for the character which you are going to programme is movement. Movement seems like the thing easiest to programme but the most important part of a character, also it is the core of your character.
When I was doing this, I needed to add two things to the character to be able to move him around. […]
Aetherial2D Project – Character Movement
When you try to programme a game, the first thing you are going to think about it is your main character. The most basic thing for the character which you are going to programme is movement. Movement seems like the thing easiest to programme but the most important part of a character, also it is the core of your character.
When I was doing this, I needed to add two things to the character to be able to move him around. […]
Projection and volumetric light
This is the first Unity project I’ve been working on, not counting a few tutorials that I’ve been playing around with in the past. In order to get a proper understanding of the game engine (and when I say proper, I mean basic) I started out by spending quite some time following an online course hosted by Udemy.
I started researching camera projections and the difference between a perspective projection and an orthographic one. I drew the conclusion that a orthographic […]
Projection and volumetric light
This is the first Unity project I’ve been working on, not counting a few tutorials that I’ve been playing around with in the past. In order to get a proper understanding of the game engine (and when I say proper, I mean basic) I started out by spending quite some time following an online course hosted by Udemy.
I started researching camera projections and the difference between a perspective projection and an orthographic one. I drew the conclusion that a orthographic […]
Global Game jam 2018
After starting this Game Design course at Uppsala University, among the 3 game jams that I have taken part in, the last one held at the end of January was the most interesting to me. Even before taking game design course as a major, I heard a lot about these game jams where people in groups work together to make games on the same given theme. I used to think people who take part in these events were really experienced in […]
Global Game jam 2018
After starting this Game Design course at Uppsala University, among the 3 game jams that I have taken part in, the last one held at the end of January was the most interesting to me. Even before taking game design course as a major, I heard a lot about these game jams where people in groups work together to make games on the same given theme. I used to think people who take part in these events were really experienced in […]
Game Design Week 3 – The Making of a Jellyfish
For my group Troll’s project – developing our take on the game concept Depth – I have this week been working on, among other things, the swimming animation of a jellyfish. Depth will, briefly put, be about a submarine navigating an underwater cave system, and escaping a large monster that is constantly on its tail. To make the whole thing harder, the player will have to also shoot and avoid both fish and rubble. The jellyfish I have made is one […]
Game Design Week 3 – The Making of a Jellyfish
For my group Troll’s project – developing our take on the game concept Depth – I have this week been working on, among other things, the swimming animation of a jellyfish. Depth will, briefly put, be about a submarine navigating an underwater cave system, and escaping a large monster that is constantly on its tail. To make the whole thing harder, the player will have to also shoot and avoid both fish and rubble. The jellyfish I have made is one […]
Game Design Week 6 – The Making of a Jellyfish
For my group Troll’s project – developing our take on the game concept Depth – I have this week been working on, among other things, the swimming animation of a jellyfish. Depth will, briefly put, be about a submarine navigating an underwater cave system, and escaping a large monster that is constantly on its tail. To make the whole thing harder, the player will have to also shoot and avoid both fish and rubble. The jellyfish I have made is one […]
Game Design Week 6 – The Making of a Jellyfish
For my group Troll’s project – developing our take on the game concept Depth – I have this week been working on, among other things, the swimming animation of a jellyfish. Depth will, briefly put, be about a submarine navigating an underwater cave system, and escaping a large monster that is constantly on its tail. To make the whole thing harder, the player will have to also shoot and avoid both fish and rubble. The jellyfish I have made is one […]
Design Meeting
As this is the first blogpost I will start with an introduction of me and the game we are developing. I’m Tim W Johansson and studying Game Design at Uppsala Univerity at Campus Gotland.
The game we are currently working on is a “Shoot em’ up”-game or SHMUP for short. And we are creating the game with the concept of our peers that’s called Umibozu where you control a ship in misty condition and your only way to see in the […]
Design Meeting
As this is the first blogpost I will start with an introduction of me and the game we are developing. I’m Tim W Johansson and studying Game Design at Uppsala Univerity at Campus Gotland.
The game we are currently working on is a “Shoot em’ up”-game or SHMUP for short. And we are creating the game with the concept of our peers that’s called Umibozu where you control a ship in misty condition and your only way to see in the […]