Daily Archives: March 19, 2018
Post Mortem
The Game Is Finished!
And now we can all breathe out as we gain our experiences from our work and our groups, to proceed with this knowledge into future developments. And the closest is the Arcade Production. Which I think most people are very excited about
I am very happy with our finished game, and many people at the playtesting thought so too.
We asked the testers a few questions, for example we asked What do you […]
Post Mortem
The Game Is Finished!
And now we can all breathe out as we gain our experiences from our work and our groups, to proceed with this knowledge into future developments. And the closest is the Arcade Production. Which I think most people are very excited about
I am very happy with our finished game, and many people at the playtesting thought so too.
We asked the testers a few questions, for example we asked What do you […]
Postmortem – Game Design 2.
I have learned a lot during this course. Being able to put what we have been tought so far into practise have proven very useful and thanks to our excellent project manager, who’s been very thorough and invested through out, we’ve been able to experience a little bit of what working in the industry will be about.
First, I’d like to start with what have gone well: we actually made a game. I have never been part of a project like […]
Postmortem – Game Design 2.
I have learned a lot during this course. Being able to put what we have been tought so far into practise have proven very useful and thanks to our excellent project manager, who’s been very thorough and invested through out, we’ve been able to experience a little bit of what working in the industry will be about.
First, I’d like to start with what have gone well: we actually made a game. I have never been part of a project like […]
Blog Post 6 – Post-mortem
“Be(e)longing; playing should feel like be(e)ing part of something bigger” – aesthetic goal
If there is one word I’d pick to describe these last ten weeks it would have to be intense. It comes as no surprise that making games is just that, but it is another thing entirely to actually experience it. Even if Beelonging wasn’t our own concept from the start, I think I can say I’m speaking for my whole team when I say that we all became […]
Blog Post 6 – Post-mortem
“Be(e)longing; playing should feel like be(e)ing part of something bigger” – aesthetic goal
If there is one word I’d pick to describe these last ten weeks it would have to be intense. It comes as no surprise that making games is just that, but it is another thing entirely to actually experience it. Even if Beelonging wasn’t our own concept from the start, I think I can say I’m speaking for my whole team when I say that we all became […]
Postmortem
Hi!
My final blog for this course is going to be about summoning all experience I have got through our “Game design 2” course, and my group’s project – “You may kiss the bride” game.
The end result
After nearly eight weeks of development, our game is finished. On last Thursday, the 15th of March we had a final gameplay presentation and we got the pass. It had an avatar, two enemies types (melee and range), a few obstacles (holes, benches and fire), a power-up (holy […]
Postmortem
Hi!
My final blog for this course is going to be about summoning all experience I have got through our “Game design 2” course, and my group’s project – “You may kiss the bride” game.
The end result
After nearly eight weeks of development, our game is finished. On last Thursday, the 15th of March we had a final gameplay presentation and we got the pass. It had an avatar, two enemies types (melee and range), a few obstacles (holes, benches and fire), a power-up (holy […]
Postmortem
During this course, me and my group made a swamp version of the game Umibozu. The finished product turned out well but could be better if some major bugs were fixed.
As mentioned before the end result of the game turned out well. We had a working product, but it did have some bugs. The main mechanics of the game was to move around in the environment while killing enemies in your path. The main goal of the game was to […]
Postmortem
During this course, me and my group made a swamp version of the game Umibozu. The finished product turned out well but could be better if some major bugs were fixed.
As mentioned before the end result of the game turned out well. We had a working product, but it did have some bugs. The main mechanics of the game was to move around in the environment while killing enemies in your path. The main goal of the game was to […]
Shoot em Up Project Finale – A conclusion and a PM
This course has been a great opportunity for hands-on learning when it comes to what an actual game project might contain. It’s been full of challenges and surprises, but in the end I am quite pleased with my contribution to what eventually became our game; Aetherial by Team Kraken.
The game is a 2D side-scrolling shoot em up game in which the player takes control of a futuristic skyship in order to hunt down a huge, flying skywhale. The player can […]
Shoot em Up Project Finale – A conclusion and a PM
This course has been a great opportunity for hands-on learning when it comes to what an actual game project might contain. It’s been full of challenges and surprises, but in the end I am quite pleased with my contribution to what eventually became our game; Aetherial by Team Kraken.
The game is a 2D side-scrolling shoot em up game in which the player takes control of a futuristic skyship in order to hunt down a huge, flying skywhale. The player can […]
Depth – postmortem
Hiiiiiiiiiiiiiiiii!
Welcome to the last blog post assigned to me by school. It is so bittersweet :’-)
In this post I am meant to write a postmortem of my groups now finally (!) finished game. I will discuss what went right, what went wrong, and then close with a conclusion, but I will start with a brief description of the product we ended up with.
Depth is a platform shoot ‘em up, where you play as a research submarine escaping a long and […]
Depth – postmortem
Hiiiiiiiiiiiiiiiii!
Welcome to the last blog post assigned to me by school. It is so bittersweet :’-)
In this post I am meant to write a postmortem of my groups now finally (!) finished game. I will discuss what went right, what went wrong, and then close with a conclusion, but I will start with a brief description of the product we ended up with.
Depth is a platform shoot ‘em up, where you play as a research submarine escaping a long and […]
2018.03.18 – A SHMUP Postmortem
Over the course of the last 10 weeks, we -my team and I- have developed a game concept entitled “You May Kiss The Bride”, abbreviated as YMKTB, in the context of our second semester “Game Design 2: Game Development” module (course code:5SD064). The concept was created by a group of fellow students during our first semester’s “Game Design 1: Introduction” module (course code: 5SD065).
In this postmortem blog post, I will be going over the highlights, both good and bad, of […]
2018.03.18 – A SHMUP Postmortem
Over the course of the last 10 weeks, we -my team and I- have developed a game concept entitled “You May Kiss The Bride”, abbreviated as YMKTB, in the context of our second semester “Game Design 2: Game Development” module (course code:5SD064). The concept was created by a group of fellow students during our first semester’s “Game Design 1: Introduction” module (course code: 5SD065).
In this postmortem blog post, I will be going over the highlights, both good and bad, of […]
5SD064-Postmortem of final result
Yeah!! Finally I had successfully made the game Umibozu with 2 months hard work of me and my other 5 group members. I am personally pretty satisfied with the outcome of the game as it is the very first game I’ve ever made and it’s playable(for 6 minutes long!!) At the final playtesting day we have received all kinds of feedback from our classmates and a lot of them are positive regarding aesthetics of the game, especially compliment to the art […]
5SD064-Postmortem of final result
Yeah!! Finally I had successfully made the game Umibozu with 2 months hard work of me and my other 5 group members. I am personally pretty satisfied with the outcome of the game as it is the very first game I’ve ever made and it’s playable(for 6 minutes long!!) At the final playtesting day we have received all kinds of feedback from our classmates and a lot of them are positive regarding aesthetics of the game, especially compliment to the art […]
Postmortem – blog 6
We made it! During a 10-weeks course, group Kraken built a shoot ‘em up game that works! The game has a tutorial scene, two different scenes of gameplay and a final scene when the player meets the boss in a final epic fight. We have a power up that finally works (!) and two different enemies with attacks and movement patterns that makes them very different from each other. Our boss enemy has three different attacks. I am proud of […]
Postmortem – blog 6
We made it! During a 10-weeks course, group Kraken built a shoot ‘em up game that works! The game has a tutorial scene, two different scenes of gameplay and a final scene when the player meets the boss in a final epic fight. We have a power up that finally works (!) and two different enemies with attacks and movement patterns that makes them very different from each other. Our boss enemy has three different attacks. I am proud of […]
Blog 6: Postmortem – Beelonging
So, the development of the game Beelonging is now over, and it’s time to evaluate and reflect on the results. It’s been 9 intense weeks with a lot of hard work, long days at school and work during weekends, but I think the end result is also really good.
The end result
Beelonging is a 2D side scroller game with an infinitive scrolling, parallax background. The final version has five different character types; the bees, the wasps, the flies, the dragonflies and […]
Blog 6: Postmortem – Beelonging
So, the development of the game Beelonging is now over, and it’s time to evaluate and reflect on the results. It’s been 9 intense weeks with a lot of hard work, long days at school and work during weekends, but I think the end result is also really good.
The end result
Beelonging is a 2D side scroller game with an infinitive scrolling, parallax background. The final version has five different character types; the bees, the wasps, the flies, the dragonflies and […]