Monthly Archives: March 2018
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 […]
Blog Comment:6
Sofie Lindberg
I liked your text because you didn’t just sugarcoat your work progress, you made sure to bring up both the good and the bad. You seemed to be very aware of your groups progress. You brought up the pros and the cons from your development. With scrum you could keep an eye every group members progress and check the different tasks and keep them in the time schedule, to get them done in time. It is always easy to […]
Blog Comment:6
Sofie Lindberg
I liked your text because you didn’t just sugarcoat your work progress, you made sure to bring up both the good and the bad. You seemed to be very aware of your groups progress. You brought up the pros and the cons from your development. With scrum you could keep an eye every group members progress and check the different tasks and keep them in the time schedule, to get them done in time. It is always easy to […]
Blog:6 Postmortem
Postmortem
What’s the end result of what you have learned?
For a few weeks now me and my group (Kraken) have been working hard with completing this project, and its finally over. After all our hard work and struggle the time has come to reflect over what we have learnt.
Well, what has this project been about? What am I talking about, what project?
In my previous blogs I have been talking about how my group and I have been working on making […]
Blog:6 Postmortem
Postmortem
What’s the end result of what you have learned?
For a few weeks now me and my group (Kraken) have been working hard with completing this project, and its finally over. After all our hard work and struggle the time has come to reflect over what we have learnt.
Well, what has this project been about? What am I talking about, what project?
In my previous blogs I have been talking about how my group and I have been working on making […]
Blog Post 6 – Postmortem
The game is finally done! After 10 weeks of work we have created our first game as a group. To start this off I want to talk about why we chose to create a game based of the umibozu concept document. I really liked the aesthetic goal of umibozu. Mystery and excitement is very interesting. Our group felt like this was the concept that we could build upon. Our artists liked the style, the programming would not be too hard, […]
Blog Post 6 – Postmortem
The game is finally done! After 10 weeks of work we have created our first game as a group. To start this off I want to talk about why we chose to create a game based of the umibozu concept document. I really liked the aesthetic goal of umibozu. Mystery and excitement is very interesting. Our group felt like this was the concept that we could build upon. Our artists liked the style, the programming would not be too hard, […]
Depth : Post Mortem
In the context of the course “Game Design 2 : Game development”, my group, Team T, made “Depth”, which you can find here. In the game design document we received, Depth was supposed to be a side-scrolling shoot’em’up in which a monster (which is faster than you) follows you. The mandatory pick-up was supposed to make the player go faster. The player’s flashlight would make the monster fall back and leave some time for the player to breathe. The […]
Depth : Post Mortem
In the context of the course “Game Design 2 : Game development”, my group, Team T, made “Depth”, which you can find here. In the game design document we received, Depth was supposed to be a side-scrolling shoot’em’up in which a monster (which is faster than you) follows you. The mandatory pick-up was supposed to make the player go faster. The player’s flashlight would make the monster fall back and leave some time for the player to breathe. The […]
Post Mortem ; Teamp flytrap’s Umibozu
We been working with the game concept Umibozu for now two months and much has happened during the development of it. We have both had ups and downs during this period but we have pushed through and managed to make a game. A playable one at that. I am happy and proud of this simple fact because this is my first game and the first game for the rest of my team aswell.
I have learnt a lot in a very […]
Post Mortem ; Teamp flytrap’s Umibozu
We been working with the game concept Umibozu for now two months and much has happened during the development of it. We have both had ups and downs during this period but we have pushed through and managed to make a game. A playable one at that. I am happy and proud of this simple fact because this is my first game and the first game for the rest of my team aswell.
I have learnt a lot in a very […]
Finally, the end of the hunt.
This is the last blog post of the project and today is also the end of the project. We had a playing section for each group to present their game and I’m glad lots of participants loves our game. Especially good comment from the teacher: “Aetherial by Devuourer. Nice overall theming. From the start with the map and how you can see parts of the environment marked out that you will pass by later in the game. And of course […]
Finally, the end of the hunt.
This is the last blog post of the project and today is also the end of the project. We had a playing section for each group to present their game and I’m glad lots of participants loves our game. Especially good comment from the teacher: “Aetherial by Devuourer. Nice overall theming. From the start with the map and how you can see parts of the environment marked out that you will pass by later in the game. And of course […]
Topology of imaginary cities: Greece
the original picture is HERE. Enjoy!
Blog comment #5 Merve Metinkol
https://msmonoxide.wordpress.com/2018/03/08/playtesting/
Hello Merve! Thanks for introducing the process of your group’s play testing. It is a powerful tool and glad that you learned a lot and solved lots of potential problems. According to the out come, the game is quite balanced that people cannot beat it in their first attempt and played it for several times. You said the mechanics are understandable in a short time, not sure if you provided a tutorial level to explain things to player, […]
Blog comment #5 Merve Metinkol
https://msmonoxide.wordpress.com/2018/03/08/playtesting/
Hello Merve! Thanks for introducing the process of your group’s play testing. It is a powerful tool and glad that you learned a lot and solved lots of potential problems. According to the out come, the game is quite balanced that people cannot beat it in their first attempt and played it for several times. You said the mechanics are understandable in a short time, not sure if you provided a tutorial level to explain things to player, […]
Blog 6: Umibozu Post Mortem
Now that the course is over and our product is finished we had a final playtest to see what people thought of our game. We made a small survey to see what people thought of the end result of our game and what changes they would have personally made and the results we got were kind of unexpected in my opinion. The survey we used contained a couple of general questions about the game, what people thought of it, the […]
Blog 6: Umibozu Post Mortem
Now that the course is over and our product is finished we had a final playtest to see what people thought of our game. We made a small survey to see what people thought of the end result of our game and what changes they would have personally made and the results we got were kind of unexpected in my opinion. The survey we used contained a couple of general questions about the game, what people thought of it, the […]
Design Blog – 6
Postmortem
Final Playtest
Yesterday, thursday, was our final playtest. We presented our released version to the testers. We all worked our butts off the day before and the morning before the testing. Making sure there weren’t any bugs or overall fixes that needed to be done. It was a stressful period but I’d say we pulled through, much thanks to our coders that put in so much energy and effort to this project. The testers generally liked our final product. It was […]
Design Blog – 6
Postmortem
Final Playtest
Yesterday, thursday, was our final playtest. We presented our released version to the testers. We all worked our butts off the day before and the morning before the testing. Making sure there weren’t any bugs or overall fixes that needed to be done. It was a stressful period but I’d say we pulled through, much thanks to our coders that put in so much energy and effort to this project. The testers generally liked our final product. It was […]