Monthly Archives: February 2018

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 […]

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Program: Graphics

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 […]

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Program: Graphics

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, […]

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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, […]

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Blog 2

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Program: Graphics

Blog 2

r

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Program: Graphics

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 […]

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Program: Graphics

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 […]

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Program: Graphics

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 […]

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Program: Programming

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 […]

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Program: Programming

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 […]

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Program: Programming

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 […]

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Program: Programming

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. […]

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Program: Graphics

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. […]

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Program: Graphics

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 […]

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Program: Programming

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 […]

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Program: Programming

Pixel Perfect in Unity

This week has been a adventure in Pixel Graphic Minutia behavior in Unity. I made some animations for the protagonist for our game, and wanted to test them out in Unity, to make sure everything was appearing and behaving as expected. This is when I saw it; the visual bug.
There are clear black lines of pixels showing up in certain frames of the animation. What makes it worse, is that it is inconsistent in that it doesn’t always appear on […]

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Program: Graphics

Pixel Perfect in Unity

This week has been a adventure in Pixel Graphic Minutia behavior in Unity. I made some animations for the protagonist for our game, and wanted to test them out in Unity, to make sure everything was appearing and behaving as expected. This is when I saw it; the visual bug.
There are clear black lines of pixels showing up in certain frames of the animation. What makes it worse, is that it is inconsistent in that it doesn’t always appear on […]

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Program: Graphics

Style-guide and pre-production

As many groups chose to develop the Behemoth concept, we felt pushed to do something different, add personality to it. We wanted to have a good answer for the question “What does your Behemoth game has that others don’t?”. Plot and art style depend on each other in our concept, because they were born together.

After deciding the plot and art-style, the latter being low-poly/origami with a sunset-like colour palette, the artists could focus on conveying as much as the story […]

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Program: Graphics

Style-guide and pre-production

As many groups chose to develop the Behemoth concept, we felt pushed to do something different, add personality to it. We wanted to have a good answer for the question “What does your Behemoth game has that others don’t?”. Plot and art style depend on each other in our concept, because they were born together.

After deciding the plot and art-style, the latter being low-poly/origami with a sunset-like colour palette, the artists could focus on conveying as much as the story […]

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Program: Graphics

Ray, Ray, Go Away. Come Again Some Other Day: Animating an Aether Ray

This week, I’ve been working on the animations of the ‘Aether Ray.’ I devoted the majority of my time towards the basic movement of the attacking animation where the ray fires the projectile from last week at the player. This is partly because it was more complicated than I had originally anticipated, and partially because I wanted to make sure it was ‘right.’ The ‘skeleton,’ much like our own, is the foundation upon which everything else is laid upon. If […]

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Program: Graphics

Ray, Ray, Go Away. Come Again Some Other Day: Animating an Aether Ray

This week, I’ve been working on the animations of the ‘Aether Ray.’ I devoted the majority of my time towards the basic movement of the attacking animation where the ray fires the projectile from last week at the player. This is partly because it was more complicated than I had originally anticipated, and partially because I wanted to make sure it was ‘right.’ The ‘skeleton,’ much like our own, is the foundation upon which everything else is laid upon. If […]

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Program: Graphics

Playtesting

So earlier this week (Monday 13/2) we had an Alpha playtesting workshop. Were all groups showed off to the other teams and teachers what has been made so far in the development.
During that workshop I sat as an observer to take notes and feedback about our game from the other students. What they liked about it and what they dislike and any other comments they would have.
We didn’t have a lot of sprites and mostly placeholders for the different assets. […]

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Program: Game Design

Playtesting

So earlier this week (Monday 13/2) we had an Alpha playtesting workshop. Were all groups showed off to the other teams and teachers what has been made so far in the development.
During that workshop I sat as an observer to take notes and feedback about our game from the other students. What they liked about it and what they dislike and any other comments they would have.
We didn’t have a lot of sprites and mostly placeholders for the different assets. […]

/ Comments Off on Playtesting
Program: Game Design