Daily Archives: March 1, 2018
Level Design
The most important task i currently have ongoing is creating the level layouts for our game. Aetherial has an aesthetic goal of making the player feel like a champion, of which I interpret the difficulty of the game will largely convey. And so I am attempting to find a good balance between making the game difficult while at the same time empowering the player, making them feel like they are really good at the game quickly.
Creating and testing levels is […]
Level Design
The most important task i currently have ongoing is creating the level layouts for our game. Aetherial has an aesthetic goal of making the player feel like a champion, of which I interpret the difficulty of the game will largely convey. And so I am attempting to find a good balance between making the game difficult while at the same time empowering the player, making them feel like they are really good at the game quickly.
Creating and testing levels is […]
Dmesh and Player Avatar
Dmesh is a software used to make low poly images from pictures. How does it work?
Every 3 dots, the software makes a triangle with the average colour contrained between those 3 dots. Setting the points manually is preferred for the best results, as it usually makes the most freaky combinations automatically. You better do it fast, though, because it usually stops working with no reason, loosing all the progress. High five! Fun times.
The same style can be achieved in photoshop […]
Dmesh and Player Avatar
Dmesh is a software used to make low poly images from pictures. How does it work?
Every 3 dots, the software makes a triangle with the average colour contrained between those 3 dots. Setting the points manually is preferred for the best results, as it usually makes the most freaky combinations automatically. You better do it fast, though, because it usually stops working with no reason, loosing all the progress. High five! Fun times.
The same style can be achieved in photoshop […]
Blog post 4 – Adding the animations to the objects
We in the group Archon are working on a game named Aetherial and it is part of our school project. And for the past week we have been working on the goals for the Beta presentation. And the thing I have worked the most on for this sprint is Implementing the Animations for the game and make it behave as they should. I needed to make scripts and put them on to the different objects, because it will make the […]
Blog post 4 – Adding the animations to the objects
We in the group Archon are working on a game named Aetherial and it is part of our school project. And for the past week we have been working on the goals for the Beta presentation. And the thing I have worked the most on for this sprint is Implementing the Animations for the game and make it behave as they should. I needed to make scripts and put them on to the different objects, because it will make the […]
Group dynamics and high performing teams
With the arcade project just around the corner, people are starting to form their own groups ahead of it. It is clear that the people who have ambitions and the motivation to create something great are seeking each other out. Many of the other project managers have already managed to form teams of highly skilled individuals.
At first it was also my intention to try to create such a group. However, I ended up not doing so. I am still one […]
Group dynamics and high performing teams
With the arcade project just around the corner, people are starting to form their own groups ahead of it. It is clear that the people who have ambitions and the motivation to create something great are seeking each other out. Many of the other project managers have already managed to form teams of highly skilled individuals.
At first it was also my intention to try to create such a group. However, I ended up not doing so. I am still one […]
Dev Blog #4 -The Unseen Work of a Producer
Hello again!
This is the last week before the beta deadline for the first year students’ upcoming Shoot ’em Up games, so I thought this was a good time to talk about the unseen work of the production. By unseen work I mean things that don’t produce tangible results the same way art and code does.
As a producer of a small team I need to wear many hats, but the majority of the work I do can’t be seen or measured, […]
Dev Blog #4 -The Unseen Work of a Producer
Hello again!
This is the last week before the beta deadline for the first year students’ upcoming Shoot ’em Up games, so I thought this was a good time to talk about the unseen work of the production. By unseen work I mean things that don’t produce tangible results the same way art and code does.
As a producer of a small team I need to wear many hats, but the majority of the work I do can’t be seen or measured, […]
Game Design journal 4
Mikael Ferroukhi date: 01/03/18
5SD064
During this week I have been working on a Level layout design. Up to now, me and my team had been working on our game Umibozu without any real structure concerning how the game actually take place. We knew the enemies, the character and its power ups, the obstacles, the boss and etc.. but we never explicitly said how all of this would be organized inside of the game.
At first the idea for our game was to […]
Game Design journal 4
Mikael Ferroukhi date: 01/03/18
5SD064
During this week I have been working on a Level layout design. Up to now, me and my team had been working on our game Umibozu without any real structure concerning how the game actually take place. We knew the enemies, the character and its power ups, the obstacles, the boss and etc.. but we never explicitly said how all of this would be organized inside of the game.
At first the idea for our game was to […]
Presenting the Alpha
Okay, making a game is one thing, but presenting it to a potential publisher (or just fellow students!), making a great first impression, showing all the cool stuff, gently manoeuvring around what has not been polished yet and keeping it all very succinct is very different. And it usually is very difficult to accomplish. That being said, I enjoyed making the Alpha Presentation of Fear is in me very much despite the fact it wasn’t nearly as significant as trying […]
Presenting the Alpha
Okay, making a game is one thing, but presenting it to a potential publisher (or just fellow students!), making a great first impression, showing all the cool stuff, gently manoeuvring around what has not been polished yet and keeping it all very succinct is very different. And it usually is very difficult to accomplish. That being said, I enjoyed making the Alpha Presentation of Fear is in me very much despite the fact it wasn’t nearly as significant as trying […]
Blog post 2 Comment on Edin Karakurt
The reader got a clear picture of what the author has been working. The writer also explains why it was essential and the teams thought process when the power-up was developed and made it a reality. The reader also got a sense what the writer encountered when he created the power-up, how the power-up became a suicide by making all of the enemies targeting the player. The reader would personally like a bit more on how that problem was solved […]
Blog post 2 Comment on Edin Karakurt
The reader got a clear picture of what the author has been working. The writer also explains why it was essential and the teams thought process when the power-up was developed and made it a reality. The reader also got a sense what the writer encountered when he created the power-up, how the power-up became a suicide by making all of the enemies targeting the player. The reader would personally like a bit more on how that problem was solved […]
Creating sounds
During the last week, I have been creating sounds for the game. It has been an interesting challenge for me, since I have never been editing sounds before. Moa Bruus (Lead Sound and Artist), has been very busy with numerous artifacts conserning art. Therefore, I have been helping out by editing audio files.
To know what kind of audio we needed to implement in the game, the group had a discussion about what sounds we wanted to add. During this discussion, […]
Creating sounds
During the last week, I have been creating sounds for the game. It has been an interesting challenge for me, since I have never been editing sounds before. Moa Bruus (Lead Sound and Artist), has been very busy with numerous artifacts conserning art. Therefore, I have been helping out by editing audio files.
To know what kind of audio we needed to implement in the game, the group had a discussion about what sounds we wanted to add. During this discussion, […]
Lightning laser breath attack thingy
This week I’ve primarily been working on the boss of our game, Aetherial. The boss of the game is a huge, flying whale, that you as a player is supposed to hunt down. The boss appears multiple times during the game, at first you only see its back as it soars through the clouds, but in the final scene you actually face this leviathan head-on. During this fight the boss will use several attacks against the player, one of which […]
Lightning laser breath attack thingy
This week I’ve primarily been working on the boss of our game, Aetherial. The boss of the game is a huge, flying whale, that you as a player is supposed to hunt down. The boss appears multiple times during the game, at first you only see its back as it soars through the clouds, but in the final scene you actually face this leviathan head-on. During this fight the boss will use several attacks against the player, one of which […]
Level design
Before I talk about the actual level design of our game, there are some thing that you may need to know in order to fully get my reasoning.
In our game the player’s lives is represented by bees lined up on the left side of the screen, while the player navigates the “main bee” freely around the screen. The non-controllable bees have the ability to shoot an enemy that gets close enough, but they can also get hit by projectiles and […]
Level design
Before I talk about the actual level design of our game, there are some thing that you may need to know in order to fully get my reasoning.
In our game the player’s lives is represented by bees lined up on the left side of the screen, while the player navigates the “main bee” freely around the screen. The non-controllable bees have the ability to shoot an enemy that gets close enough, but they can also get hit by projectiles and […]
Fourth post: Movement
In my first post I talked about the perspective of our game, Umibōzu, and how we had to change some of our design decisions because of it. One of the mechanics affected by these decisions was the movement system. In this post, I wish to talk a little bit about the movement in our game.
Making a movement system is both very easy and very difficult. It is fairly trivial to make a player avatar move when you press a button, but […]
Fourth post: Movement
In my first post I talked about the perspective of our game, Umibōzu, and how we had to change some of our design decisions because of it. One of the mechanics affected by these decisions was the movement system. In this post, I wish to talk a little bit about the movement in our game.
Making a movement system is both very easy and very difficult. It is fairly trivial to make a player avatar move when you press a button, but […]