Daily Archives: March 20, 2018

Game Design Blog #6

In this blog I shall be talking about my conclusion about this project and in which way it helped learn and develop. Firstly I would like to start with the aspect of working together with a group on a game and succeeding in doing something is quite something incredible. Thus I have learned so much in managing, deadlines and work psychology within my groups dynamics. The flow between the group members has been great as communication, motivation and willing to […]

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Program: Game Design

Game Design Blog #6

In this blog I shall be talking about my conclusion about this project and in which way it helped learn and develop. Firstly I would like to start with the aspect of working together with a group on a game and succeeding in doing something is quite something incredible. Thus I have learned so much in managing, deadlines and work psychology within my groups dynamics. The flow between the group members has been great as communication, motivation and willing to […]

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Program: Game Design

Game Design Blog #5

In this blog, I will be talking about how playtesting sessions have affected the development of our game. In the first playtest made for our game to be played by random people from our programs. It was observed that people after a shoot-em up game were kind of not satisfied with our main playable ship, is a slow moving(including slow turns) entity and even with a slow harpoon turret with a slower flashlight. But our reasoning behind this was to […]

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Program: Game Design

Game Design Blog #5

In this blog, I will be talking about how playtesting sessions have affected the development of our game. In the first playtest made for our game to be played by random people from our programs. It was observed that people after a shoot-em up game were kind of not satisfied with our main playable ship, is a slow moving(including slow turns) entity and even with a slow harpoon turret with a slower flashlight. But our reasoning behind this was to […]

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Program: Game Design

Game Design Blog #4

In this blog, I shall be talking about how I managed to create the Menu beginning and tutorial hints. So firstly I would like to start with the fact that our brainstorming around the idea of the menu with the group ended up going towards a route where the menu isn’t a scene but instead, it is integrated within the game. The reasoning behind this was to make the player not wait for scenes to load, but rather just letting […]

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Program: Game Design

Game Design Blog #4

In this blog, I shall be talking about how I managed to create the Menu beginning and tutorial hints. So firstly I would like to start with the fact that our brainstorming around the idea of the menu with the group ended up going towards a route where the menu isn’t a scene but instead, it is integrated within the game. The reasoning behind this was to make the player not wait for scenes to load, but rather just letting […]

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Program: Game Design

Final days and postmortem

Hello, this is once again the infamous Guy Dimor of Team Wendigo, and for the final blog post (yay!!!) I will talk about the final stages of developement of Umibozu and attempt to summarize the experience as a whole.
Going into the last week of production, I had very little left to actually add to the game, as most of everything was already complete. With my group’s agreement, I decided to focus mostly on bug-fixing, polishing and implementing the remaining assets. […]

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Program: Programming

Final days and postmortem

Hello, this is once again the infamous Guy Dimor of Team Wendigo, and for the final blog post (yay!!!) I will talk about the final stages of developement of Umibozu and attempt to summarize the experience as a whole.
Going into the last week of production, I had very little left to actually add to the game, as most of everything was already complete. With my group’s agreement, I decided to focus mostly on bug-fixing, polishing and implementing the remaining assets. […]

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Program: Programming

The Explosion And The Aftershock – Postmortem (Updated 30-04-2018)

The Main Explosion
It is finally time to harvest our crops after much work, our game is finished and after everything is said and done, it is not half bad. What we showed at the golden playtest session was a polished game with not too many apparent flaws.
The final iteration of You May Kiss The Bride is a top-down, semi-isometric 2D shooter and looks little something like this:
The first enemy of the game is trapped in a ring of benches so that it […]

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Program: Game Design

The Explosion And The Aftershock – Postmortem (Updated 30-04-2018)

The Main Explosion
It is finally time to harvest our crops after much work, our game is finished and after everything is said and done, it is not half bad. What we showed at the golden playtest session was a polished game with not too many apparent flaws.
The final iteration of You May Kiss The Bride is a top-down, semi-isometric 2D shooter and looks little something like this:
The first enemy of the game is trapped in a ring of benches so that it […]

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Program: Game Design

Postmortem of our first game

Titlescreen of our verion of Umibozu
This blog post will summarize how I felt that our development process went and what I as a game designer have learned. And what our final product looked and felt like.
The game itself featured a boat as the player-controlled avatar. With the objective to locate four different landmarks that the player had to navigate to advance the game. And to find these landmarks you must sail through portals that steadied your compass to point in […]

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Program: Game Design

Postmortem of our first game

Titlescreen of our verion of Umibozu
This blog post will summarize how I felt that our development process went and what I as a game designer have learned. And what our final product looked and felt like.
The game itself featured a boat as the player-controlled avatar. With the objective to locate four different landmarks that the player had to navigate to advance the game. And to find these landmarks you must sail through portals that steadied your compass to point in […]

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Program: Game Design

Beelonging: A Postmortem

This post has been updated 21/05/2018

So we just finished our first Game called “Beelonging” (If you want, you can play it here). 10 Weeks ago
we picked a concept for a shoot em up game about a bee swarm saving its hive from the evil bear, fighting various insect enemies and now we are finally done making this vision come true and additionally changing a few design decisions and releasing our game.

Beelonging now […]

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Program: Programming

Beelonging: A Postmortem

This post has been updated 21/05/2018

So we just finished our first Game called “Beelonging” (If you want, you can play it here). 10 Weeks ago
we picked a concept for a shoot em up game about a bee swarm saving its hive from the evil bear, fighting various insect enemies and now we are finally done making this vision come true and additionally changing a few design decisions and releasing our game.

Beelonging now […]

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Program: Programming

Commenting on “What improvments brought from playtesting” by Kaijun-Quilin

Original Post: https://kaijunqilin.wordpress.com/2018/03/08/what-improvments-brought-from-playtesting/
 
Kaijun talks about the two different playtest sessions and what his team has found out about their game. I think the post is well structured as he talks about the first set of questions and their results in the beginning. And then the second set of questions in the end. His groups also made the same experience as my group that while feedback is important, it is almost as important for the developers to watch the testers play their […]

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Program: Programming

Commenting on “What improvments brought from playtesting” by Kaijun-Quilin

Original Post: https://kaijunqilin.wordpress.com/2018/03/08/what-improvments-brought-from-playtesting/
 
Kaijun talks about the two different playtest sessions and what his team has found out about their game. I think the post is well structured as he talks about the first set of questions and their results in the beginning. And then the second set of questions in the end. His groups also made the same experience as my group that while feedback is important, it is almost as important for the developers to watch the testers play their […]

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Program: Programming

Playtesting and Aetherial

Playtesting has had a huge impact on our workflow and design decisions. More specifically once we started getting feedback from people who actually played our game we started to realize what problems it had that we hadn’t thought about before. This might be due to a lack of Quality Assurance within our group, but I think it is also always important to get a different opinion from someone outside the development team.
This is not as true for the second playtesting […]

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Program: Programming

Playtesting and Aetherial

Playtesting has had a huge impact on our workflow and design decisions. More specifically once we started getting feedback from people who actually played our game we started to realize what problems it had that we hadn’t thought about before. This might be due to a lack of Quality Assurance within our group, but I think it is also always important to get a different opinion from someone outside the development team.
This is not as true for the second playtesting […]

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Program: Programming

Blog post 6: The end result

Hello there. This will be the last blog post about the game development of “Depth”.
Depth is a side scroller, shoot ’em up game, where you play as a rookie submarine operator. While exploring the depths of a cave you encounter a giant monster. The goal is to avoid or shoot the enemies that tries to stop, blind and block you and escape the dark cave before the monster can reach you. Use the submarines light to find the way out […]

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Blog post 6: The end result

Hello there. This will be the last blog post about the game development of “Depth”.
Depth is a side scroller, shoot ’em up game, where you play as a rookie submarine operator. While exploring the depths of a cave you encounter a giant monster. The goal is to avoid or shoot the enemies that tries to stop, blind and block you and escape the dark cave before the monster can reach you. Use the submarines light to find the way out […]

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Blog #6 – First game project

This is the first time I’ve ever finished a game project, let alone any project of this magnitude. Working on this project for the last couple of months has had its ups and downs.

Our game is a top down shooter with the main character, Brad, running through a very long church aisle. He is chased by the bride throughout the whole level and if she reaches you, it is game over. The player can’t shoot the bride, the only way […]

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Program: Graphics

Blog #6 – First game project

This is the first time I’ve ever finished a game project, let alone any project of this magnitude. Working on this project for the last couple of months has had its ups and downs.

Our game is a top down shooter with the main character, Brad, running through a very long church aisle. He is chased by the bride throughout the whole level and if she reaches you, it is game over. The player can’t shoot the bride, the only way […]

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Program: Graphics

My Feedback for Post #6

This week I commented on Niklas Ericsson’s blog post, found here:  https://niklasericssonblog.wordpress.com/2018/03/14/sprint-8-postmortem/
My comment reads as follows:
Hello!
Your post is well written with very few grammatical errors, and it is clear what you are talking about. The first thing that springs to mind however, is the lack of images. As this final post deals with the end result of the game, I think it would have been nice to see some screenshots of the game and possibly some descriptions of […]

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My Feedback for Post #6

This week I commented on Niklas Ericsson’s blog post, found here:  https://niklasericssonblog.wordpress.com/2018/03/14/sprint-8-postmortem/
My comment reads as follows:
Hello!
Your post is well written with very few grammatical errors, and it is clear what you are talking about. The first thing that springs to mind however, is the lack of images. As this final post deals with the end result of the game, I think it would have been nice to see some screenshots of the game and possibly some descriptions of […]

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