Monthly Archives: February 2018
The boaty look, from concept to end result
15/02/18
When it came to the decision of the player avatar it was the main goal to figure out how to make it look and feel boaty enough.
For the movement of the boat we decided it should feel slow and heavy. That had to be shown in the design of the boat as well.
Reference time
Looking at fishing boats the first design was being made. Rounded edges small and fragile was the first thought on how it should look like. We […]
The boaty look, from concept to end result
15/02/18
When it came to the decision of the player avatar it was the main goal to figure out how to make it look and feel boaty enough.
For the movement of the boat we decided it should feel slow and heavy. That had to be shown in the design of the boat as well.
Reference time
Looking at fishing boats the first design was being made. Rounded edges small and fragile was the first thought on how it should look like. We […]
15th of February – Implementing Art into Unity
This week has been all about implementing the art assets into the actual game, which is built in the Unity game engine. What I’ve learnt from this experience is that making something look good in your Photoshop document isn’t quite the same as making it look good in the game. A tree might look very pretty on its own, but that might change in the context of trying to create a level using that tree. Suddenly, it had to work […]
15th of February – Implementing Art into Unity
This week has been all about implementing the art assets into the actual game, which is built in the Unity game engine. What I’ve learnt from this experience is that making something look good in your Photoshop document isn’t quite the same as making it look good in the game. A tree might look very pretty on its own, but that might change in the context of trying to create a level using that tree. Suddenly, it had to work […]
Oskar Karlsson Game dev – Health Bar code
I am Oskar Karlsson the lead programmer for the Archon group and we are working on the game Aetherial. For this week I have worked on the GUI code. The GUI includes health bar and a Aether bar. And during this sprint our groups prime goal was to get the beta requirements done and a simple GUI was one thing that was needed.
The GUI code for the health of the player is needed in this game because the Concept document […]
Oskar Karlsson Game dev – Health Bar code
I am Oskar Karlsson the lead programmer for the Archon group and we are working on the game Aetherial. For this week I have worked on the GUI code. The GUI includes health bar and a Aether bar. And during this sprint our groups prime goal was to get the beta requirements done and a simple GUI was one thing that was needed.
The GUI code for the health of the player is needed in this game because the Concept document […]
Play-Test Survey
This weeks task for me has been to analyse the data gathered from the play-test session that took place in the beginning of this week. The data was gathered from a survey that the testers would answer after they had tried out the gameplay, which listed questions regarding some of the aspects we wanted critiqued.
The survey included score ratings from 1 to 10 and some more elaborative questions where the player could describe the experience more individually and detailed.
Our scrum-master […]
Play-Test Survey
This weeks task for me has been to analyse the data gathered from the play-test session that took place in the beginning of this week. The data was gathered from a survey that the testers would answer after they had tried out the gameplay, which listed questions regarding some of the aspects we wanted critiqued.
The survey included score ratings from 1 to 10 and some more elaborative questions where the player could describe the experience more individually and detailed.
Our scrum-master […]
Blog2
Japanese boats and the Sea
For this blog the goal is to describe the process coming up with a design for the boat, and then drawing said design. I will also provide some reasoning and reflection regarding the design
So what does a Japanese boat look like? Since the Japanese theme were one of the things that I personally liked the most about the concept, I felt like it was important to make the design as similar to the boats used in […]
Blog2
Japanese boats and the Sea
For this blog the goal is to describe the process coming up with a design for the boat, and then drawing said design. I will also provide some reasoning and reflection regarding the design
So what does a Japanese boat look like? Since the Japanese theme were one of the things that I personally liked the most about the concept, I felt like it was important to make the design as similar to the boats used in […]
Blog #2: Balancing sounds in Unity
Hello and welcome to my second blog post!
I’m Léo, the project manager and Scrum Master of Team Wendigo. I am also responsible for sound in our game, “Umibōzu”. In today’s blog, I will talk about balancing sounds in Unity. What I mean by this, is making sure that the volume levels of implemented sound clips in the game are “just right”. The reason this is important is because the sounds should not affect the player to the point that they […]
Blog #2: Balancing sounds in Unity
Hello and welcome to my second blog post!
I’m Léo, the project manager and Scrum Master of Team Wendigo. I am also responsible for sound in our game, “Umibōzu”. In today’s blog, I will talk about balancing sounds in Unity. What I mean by this, is making sure that the volume levels of implemented sound clips in the game are “just right”. The reason this is important is because the sounds should not affect the player to the point that they […]
Blog 2: Honey explosion
Hi!
This week I’ve been working on the animation for the honey ball explosion!
Since I didn’t write much about the game last time, I will do it in this blog post so you get a better understanding on what the game is about. So, your beehive is under attack by a hungry bear, so you and your swarm of bees need to get back to the beehive as soon as possible to chase the bear away. Along the way to the beehive […]
Blog 2: Honey explosion
Hi!
This week I’ve been working on the animation for the honey ball explosion!
Since I didn’t write much about the game last time, I will do it in this blog post so you get a better understanding on what the game is about. So, your beehive is under attack by a hungry bear, so you and your swarm of bees need to get back to the beehive as soon as possible to chase the bear away. Along the way to the beehive […]
Enemy Spawn Controller
This week I worked on making an enemy spawn controller object which allows me to implement the different levels we want to have in our game, the levels being waves of enemies varying in size and in the types of enemies that spawn. Using this object I can spawn as many of each type of enemy as I want at different locations on the screen, but for the purpose of our game I only needed to make them spawn from the […]
Enemy Spawn Controller
This week I worked on making an enemy spawn controller object which allows me to implement the different levels we want to have in our game, the levels being waves of enemies varying in size and in the types of enemies that spawn. Using this object I can spawn as many of each type of enemy as I want at different locations on the screen, but for the purpose of our game I only needed to make them spawn from the […]
Creating an unfogettable ambient
Introduction
Creating a lasting experience for the player that convey mystery and excitement yet is not too intrusive or frightening is probably the decider whether our Umibōzu will succeed or crash and burn. While a lot of atmosphere and ambient can be build up with music and sound cues, having believable, coherent and frankly spoken “beautiful” art is arguably the most important factor. Last week, I already touched upon the water in Umibōzu and my aesthetic vision for the project. In […]
Creating an unfogettable ambient
Introduction
Creating a lasting experience for the player that convey mystery and excitement yet is not too intrusive or frightening is probably the decider whether our Umibōzu will succeed or crash and burn. While a lot of atmosphere and ambient can be build up with music and sound cues, having believable, coherent and frankly spoken “beautiful” art is arguably the most important factor. Last week, I already touched upon the water in Umibōzu and my aesthetic vision for the project. In […]
Creating a level design with bugged enemies
I recently had the pleasure of making the level design for our game so that we had something proper to show during our alpha presentation, which went good and all if it hadn’t been for one tiny detail, the one and only enemy in the game was killing it self with its own projectile.
Making the level design in of itself was not a hard task per-se but more of a time-consuming, brainstorming and shape making task. Placing obstacles in an […]
Creating a level design with bugged enemies
I recently had the pleasure of making the level design for our game so that we had something proper to show during our alpha presentation, which went good and all if it hadn’t been for one tiny detail, the one and only enemy in the game was killing it self with its own projectile.
Making the level design in of itself was not a hard task per-se but more of a time-consuming, brainstorming and shape making task. Placing obstacles in an […]
One frustrating asset
Hi! Welcome to my second blog post
Today I will write about a task from previous week, (because it is more interesting to write about art assets than alpha presentation preparation that I did this week)
This asset has to do with the health and aether bar (which I wrote about in my first blog post) in a way that this is a power up indication animation! And the animation happens beside the bars. This animation will activate when you, as the […]
One frustrating asset
Hi! Welcome to my second blog post
Today I will write about a task from previous week, (because it is more interesting to write about art assets than alpha presentation preparation that I did this week)
This asset has to do with the health and aether bar (which I wrote about in my first blog post) in a way that this is a power up indication animation! And the animation happens beside the bars. This animation will activate when you, as the […]
Enemy Waves Spawner
I’m going to talk something about how I created an enemy waves spawner. Before this, there were only two types of enemies come out from the left screen in our game, and the enemies just keep doing this forever. In a traditional “shoot ’em’ up” game, enemies always come out with different waves, for example, there is only one enemy in the first wave, then two enemies in the second wave, then maybe five enemies, and so on.
In order to […]
Enemy Waves Spawner
I’m going to talk something about how I created an enemy waves spawner. Before this, there were only two types of enemies come out from the left screen in our game, and the enemies just keep doing this forever. In a traditional “shoot ’em’ up” game, enemies always come out with different waves, for example, there is only one enemy in the first wave, then two enemies in the second wave, then maybe five enemies, and so on.
In order to […]