Daily Archives: February 15, 2018

A scrolling sprite in unity

The powerup in the game summons a thick cloud that covers the entire screen. When this happens any enemy that is caught in the cloud loses track of the player and instead flies around randomly (technically it follows randomly moving ghost objects using its regular ai). This cloud is represented by a large sprite that moves in from the right along with the normal clouds, to represent movement in a rightward direction. Once arrived, the cloud must continue showing this […]

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Program: Programming

A scrolling sprite in unity

The powerup in the game summons a thick cloud that covers the entire screen. When this happens any enemy that is caught in the cloud loses track of the player and instead flies around randomly (technically it follows randomly moving ghost objects using its regular ai). This cloud is represented by a large sprite that moves in from the right along with the normal clouds, to represent movement in a rightward direction. Once arrived, the cloud must continue showing this […]

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Program: Programming

Post #2 – Using play testing feedback

What?
Apart from the aforementioned  (in this post) online play testing that Group Siren is continuesly conducting all of the student groups taking Game Design 2 (5SD064) at Uppsala University, Campus Gotland attended a pre-alpha play testing workshop last monday (12/2-2018).

Said workshop left us with a mountain of feedback which had to be processed and interpreted in order for Group Siren to be able to make improvements based on said feedback, which I, to the best of my ability have done.
Throughout […]

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Post #2 – Using play testing feedback

What?
Apart from the aforementioned  (in this post) online play testing that Group Siren is continuesly conducting all of the student groups taking Game Design 2 (5SD064) at Uppsala University, Campus Gotland attended a pre-alpha play testing workshop last monday (12/2-2018).

Said workshop left us with a mountain of feedback which had to be processed and interpreted in order for Group Siren to be able to make improvements based on said feedback, which I, to the best of my ability have done.
Throughout […]

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Designing a new Power up

Hi! Today I’m going to go through the design for a new added power up in the game Umibozu. One of the requirements for the Alpha presentation was to have a power up. A power up was considered to be an item that enhanced the player with an additional ability. The original items that were listed under the power up section in the concept document was oil to replenish the lamp, health kit, temporary speed boost, and temporary increase in […]

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Program: Game Design

Designing a new Power up

Hi! Today I’m going to go through the design for a new added power up in the game Umibozu. One of the requirements for the Alpha presentation was to have a power up. A power up was considered to be an item that enhanced the player with an additional ability. The original items that were listed under the power up section in the concept document was oil to replenish the lamp, health kit, temporary speed boost, and temporary increase in […]

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Program: Game Design

Crates

This week’s challenge for me was making the crates. During the playtesting session we had a problem with players not knowing that the crates were a pick up. They kept avoiding them because they thought it was cliffs or something else to avoid. I can agree that it was hard to see that they were crates. It looked more like a reef.
I made a few different designs, but it was still hard to see that they were something positive, something […]

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Program: Graphics

Crates

This week’s challenge for me was making the crates. During the playtesting session we had a problem with players not knowing that the crates were a pick up. They kept avoiding them because they thought it was cliffs or something else to avoid. I can agree that it was hard to see that they were crates. It looked more like a reef.
I made a few different designs, but it was still hard to see that they were something positive, something […]

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Program: Graphics

Whale, Whale, Whale – a design process

This week we’ll take a look at the design of the boss. I designed and drew everything in Photoshop CC 2017.
The antagonist and final boss of Aetherial is a whale by the name of Leviathan. Team Qilin, or rather I, chose to look away from the whole sea-monster thing and instead focus on the Moby Dick side of the game. The Moby Dick influences came from the tagline of the Concept Document; “Moby Dick of the skies”. Moby Dick was […]

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Program: Graphics

Whale, Whale, Whale – a design process

This week we’ll take a look at the design of the boss. I designed and drew everything in Photoshop CC 2017.
The antagonist and final boss of Aetherial is a whale by the name of Leviathan. Team Qilin, or rather I, chose to look away from the whole sea-monster thing and instead focus on the Moby Dick side of the game. The Moby Dick influences came from the tagline of the Concept Document; “Moby Dick of the skies”. Moby Dick was […]

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Program: Graphics

Boss design

The narrative in Beelonging is that a bear is attacking the protagonist’s beehive and it needs to be saved. Naturally, the boss and the main antagonist of the game is the bear.
Setting out to design this end stage of our game, the initial idea was to have most of the bear’s body visible. This was done with a sprite depicting it standing upright on its back legs, with two additional sprites for its front legs. With this done the bear […]

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Program: Game Design

Boss design

The narrative in Beelonging is that a bear is attacking the protagonist’s beehive and it needs to be saved. Naturally, the boss and the main antagonist of the game is the bear.
Setting out to design this end stage of our game, the initial idea was to have most of the bear’s body visible. This was done with a sprite depicting it standing upright on its back legs, with two additional sprites for its front legs. With this done the bear […]

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Program: Game Design

Animations…Animations

Working with animations was a pretty big stepping stone for me as a person who never had any prior experience. The first time I learned about doing animations in Leo’s class, I was pretty much awed thinking about the capacity of creativity that can be flourished through Photoshop. It wasn’t easy, took me quite some time to grasp the basics. But I did, through many trials and errors and with some help from classmates. The concept game that we are […]

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Program: Graphics

Animations…Animations

Working with animations was a pretty big stepping stone for me as a person who never had any prior experience. The first time I learned about doing animations in Leo’s class, I was pretty much awed thinking about the capacity of creativity that can be flourished through Photoshop. It wasn’t easy, took me quite some time to grasp the basics. But I did, through many trials and errors and with some help from classmates. The concept game that we are […]

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Program: Graphics

Flip a paper prototype to digital

To initiate works on the student shoot-em-up game project, and to open a group discussion about development, I prepared a paper prototype to specify movement mechanics and dynamics. Then I asked the team to flip the paper prototype to a digital prototype, using Unity2D and C#. The purpose of the paper prototype was to clarify the basic movement mechanics of the character in 2D Euclid space, whereas the digital prototype was requested to test the current abilities of the team […]

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Flip a paper prototype to digital

To initiate works on the student shoot-em-up game project, and to open a group discussion about development, I prepared a paper prototype to specify movement mechanics and dynamics. Then I asked the team to flip the paper prototype to a digital prototype, using Unity2D and C#. The purpose of the paper prototype was to clarify the basic movement mechanics of the character in 2D Euclid space, whereas the digital prototype was requested to test the current abilities of the team […]

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2. A totally new sound experience

I had more focus on the sounds for the game this week since I am the one responsible for it. I had no experience on that whatsoever so the main focus have been to learn the basics of Audacity and LMMS. The goal was to get some kind of background sound and sounds for the main character of our game. Some sounds will be recorded be me and others will be someone elses creation. The already recorded sound I found […]

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Program: Graphics

2. A totally new sound experience

I had more focus on the sounds for the game this week since I am the one responsible for it. I had no experience on that whatsoever so the main focus have been to learn the basics of Audacity and LMMS. The goal was to get some kind of background sound and sounds for the main character of our game. Some sounds will be recorded be me and others will be someone elses creation. The already recorded sound I found […]

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Program: Graphics

Animations!

Entry Journal 2018/02/15
 
 
Today’s topic is about the animations that were made for Aetherial, the game that me and my group are developing. In this week’s sprint planning we went over the milestones that had to be reached before the Alpha Presentation deadline on Thursday, as well as the crucial requirements that the game has to fulfill in order to consider it successful, once of which was the power up ability. In the case of Aetherial, this attribute meant that the […]

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Program: Graphics

Animations!

Entry Journal 2018/02/15
 
 
Today’s topic is about the animations that were made for Aetherial, the game that me and my group are developing. In this week’s sprint planning we went over the milestones that had to be reached before the Alpha Presentation deadline on Thursday, as well as the crucial requirements that the game has to fulfill in order to consider it successful, once of which was the power up ability. In the case of Aetherial, this attribute meant that the […]

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Program: Graphics

Alpha presentation

During this week I have been focusing on preparing for the Alpha presentation. Being a project leader, many people expect you to be the one who are representing the game the group are creating. It is an unwritten rule; a rule you just follow. My team members did not tell me in person to be the representative of the game for the Alpha presentation. However, since this unwritten rule is circulating in the air, I felt a pressure on my […]

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Alpha presentation

During this week I have been focusing on preparing for the Alpha presentation. Being a project leader, many people expect you to be the one who are representing the game the group are creating. It is an unwritten rule; a rule you just follow. My team members did not tell me in person to be the representative of the game for the Alpha presentation. However, since this unwritten rule is circulating in the air, I felt a pressure on my […]

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5SD064 – Game Design Blog 15/02

Power-up re-design
This week I focused on re-designing one of the pick-ups in our game Beelonging.
The power-up we call ”Golden Honeycomb” was originally designed to activate five seconds of invincibility after picking up three of those Golden Honeycombs. We felt that it didn’t really add anything to the game or the gameplay and therefore choose to re-design it.
In our game we have a mechanic where the Player Bee can activate and control a formation that includes all the bees in their […]

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Program: Game Design

5SD064 – Game Design Blog 15/02

Power-up re-design
This week I focused on re-designing one of the pick-ups in our game Beelonging.
The power-up we call ”Golden Honeycomb” was originally designed to activate five seconds of invincibility after picking up three of those Golden Honeycombs. We felt that it didn’t really add anything to the game or the gameplay and therefore choose to re-design it.
In our game we have a mechanic where the Player Bee can activate and control a formation that includes all the bees in their […]

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Program: Game Design