Daily Archives: February 15, 2018
Week #2 – Setting up Git with Unity
What is Git(hub)?
I spent a lot of time this week on our game’s Version Control System (VCS). In short, the VCS keeps track of versions of files in the game, including scripts, animations, sprite sheets, scenes etc. In collaboration with my lead programmer, Oskar Karlsson, we set up a basic Github server and provided all group members with access so that they could upload what they were working on without using a more cumbersome tool like Google Drive or […]
Week #2 – Setting up Git with Unity
What is Git(hub)?
I spent a lot of time this week on our game’s Version Control System (VCS). In short, the VCS keeps track of versions of files in the game, including scripts, animations, sprite sheets, scenes etc. In collaboration with my lead programmer, Oskar Karlsson, we set up a basic Github server and provided all group members with access so that they could upload what they were working on without using a more cumbersome tool like Google Drive or […]
Scrapping the light and adjusting boat movement. – August Demirsson
As mentioned in my other blog the game we chose to make was Umibozu. In the game, you are a fisherman in search of a mystic creature in this mystical water that is surrounded by thick fog. In order to see creatures in the original game concept you had to use a light stationed on the boat and aim at the creatures to fully see them instead of blurry moving objects.
During this week design process, me and my group decided upon […]
Scrapping the light and adjusting boat movement. – August Demirsson
As mentioned in my other blog the game we chose to make was Umibozu. In the game, you are a fisherman in search of a mystic creature in this mystical water that is surrounded by thick fog. In order to see creatures in the original game concept you had to use a light stationed on the boat and aim at the creatures to fully see them instead of blurry moving objects.
During this week design process, me and my group decided upon […]
Feedback Gathering
So last monday (02/12) we had a play-testing session class where we could test all the other teams games and give feedback. I won’t go into much detail on the playtesting and the results in and of them selves since we are to write a post with playtesting as the topic later. What I will write about is my teams approach to gathering data from testers and my task in this as lead designer.
I monitored our game during the whole play-testing […]
Feedback Gathering
So last monday (02/12) we had a play-testing session class where we could test all the other teams games and give feedback. I won’t go into much detail on the playtesting and the results in and of them selves since we are to write a post with playtesting as the topic later. What I will write about is my teams approach to gathering data from testers and my task in this as lead designer.
I monitored our game during the whole play-testing […]
Same Button, Different Features
For our Alpha presentation, which is a presentation where we present to our fellow video game students and teachers the basic features of our upcoming video game, as well as the feature and movements of our player, obstacles, basic UI and potential power-ups, we needed to ensure that our main character was functioning in the same way described as a the concept document that was provided to us.
For our video game called Behemoth, which is a side-scrolling Shoot’em up game, […]
Same Button, Different Features
For our Alpha presentation, which is a presentation where we present to our fellow video game students and teachers the basic features of our upcoming video game, as well as the feature and movements of our player, obstacles, basic UI and potential power-ups, we needed to ensure that our main character was functioning in the same way described as a the concept document that was provided to us.
For our video game called Behemoth, which is a side-scrolling Shoot’em up game, […]
Development blog 2: enemy design
Good morning all. As one of the artist in group Zombie. I am excited to present you our second development blog- the enemy design. I will continue this blog from the previous one and talk about the enemies that will appear in our Exploration game- Umibozu.
This time we will talk about how the arts were designed based on our newly determined perspective. In our case, Umibozu was an exploration game, we wanted to reward people when they discover something. People […]
Development blog 2: enemy design
Good morning all. As one of the artist in group Zombie. I am excited to present you our second development blog- the enemy design. I will continue this blog from the previous one and talk about the enemies that will appear in our Exploration game- Umibozu.
This time we will talk about how the arts were designed based on our newly determined perspective. In our case, Umibozu was an exploration game, we wanted to reward people when they discover something. People […]
Communication
Communication is a broad topic, the importance of which can not be understated no matter the circumstance. Good communication is also a vital component of a successful game development team. A game development team needs to communicate many different things of differing nature. Requirements, progress, feedback, bug reports and much more is part of the daily communication in a game development team. Channels of communication are set up specifically for the project or are defined from the outside (company standard, […]
Communication
Communication is a broad topic, the importance of which can not be understated no matter the circumstance. Good communication is also a vital component of a successful game development team. A game development team needs to communicate many different things of differing nature. Requirements, progress, feedback, bug reports and much more is part of the daily communication in a game development team. Channels of communication are set up specifically for the project or are defined from the outside (company standard, […]
2/15/18 Communication in art
Have you ever stopped and thought how some problems could’ve been avoided? Maybe you should’ve mentioned that thing you were worried about before, or maybe you could’ve listened to your friend since the beginning. All this because of a lack of communication.
There’s all sorts of communication, from group communications to your very own body telling you that you are hungry, and all of them are very important. However, communication in art is essential for game design and we realized this […]
2/15/18 Communication in art
Have you ever stopped and thought how some problems could’ve been avoided? Maybe you should’ve mentioned that thing you were worried about before, or maybe you could’ve listened to your friend since the beginning. All this because of a lack of communication.
There’s all sorts of communication, from group communications to your very own body telling you that you are hungry, and all of them are very important. However, communication in art is essential for game design and we realized this […]
15-02-2018
Hello reader(s)! Let me start by telling you a short story about a boy who decided to work on a programming project together with some of his friends. They opted to use the Unity engine and creation tool, along with its handy feature called simply ”Collaborations”. What he thought would be a nice and stress-free learning experience soon turned into a nightmare…
Yea, I guess you already know where I’m heading with this, so I’ll cut to the chase: today’s blog post […]
15-02-2018
Hello reader(s)! Let me start by telling you a short story about a boy who decided to work on a programming project together with some of his friends. They opted to use the Unity engine and creation tool, along with its handy feature called simply ”Collaborations”. What he thought would be a nice and stress-free learning experience soon turned into a nightmare…
Yea, I guess you already know where I’m heading with this, so I’ll cut to the chase: today’s blog post […]
Shield activation
Hello reader
The artifact that i will be writing about this week is the shield activation. it’s one of the core thing we have in the game and it’s one script that activates one of four shields when the player gives the right input.
the script work by being on a empty gameobject that has all the shield gameobjects as children and then accesses the sprite renderer and collider on the each of the children. The Script when the game is running […]
Shield activation
Hello reader
The artifact that i will be writing about this week is the shield activation. it’s one of the core thing we have in the game and it’s one script that activates one of four shields when the player gives the right input.
the script work by being on a empty gameobject that has all the shield gameobjects as children and then accesses the sprite renderer and collider on the each of the children. The Script when the game is running […]
Sky slug on the move
This week I’ve primarily been animating the first enemy for our game, Aetherial.
The design idea for our version of the sky slug, an enemy that of course was a part of the original aetherial concept document, came from a mix between our lead artist’s original idea and then some alterations by me.
The sky slug is meant to swarm the player but be fairly weak and easy to kill individually. I wanted to represent this in its design in several ways. […]
Sky slug on the move
This week I’ve primarily been animating the first enemy for our game, Aetherial.
The design idea for our version of the sky slug, an enemy that of course was a part of the original aetherial concept document, came from a mix between our lead artist’s original idea and then some alterations by me.
The sky slug is meant to swarm the player but be fairly weak and easy to kill individually. I wanted to represent this in its design in several ways. […]
Enemy and obstacle spawning!
After creating the soundtracks I decided to create a script for spawning enemies. I chose to use C# because I have more experience with that compared to Javascript.
My approach was to create an empty game object which holds the script called “SpawnController” as a component. This will game object will be placed in the game scene since that is where the enemies will be spawned.
What the script does is spawn a random entity after a certain timeThreshold somewhere between minSpawnDuration and […]
Enemy and obstacle spawning!
After creating the soundtracks I decided to create a script for spawning enemies. I chose to use C# because I have more experience with that compared to Javascript.
My approach was to create an empty game object which holds the script called “SpawnController” as a component. This will game object will be placed in the game scene since that is where the enemies will be spawned.
What the script does is spawn a random entity after a certain timeThreshold somewhere between minSpawnDuration and […]