Monthly Archives: March 2018
Global GameJam 2018
This is horror game made in 3D using the Unity Engine. this game was created within a period of 48h for the Global Game Jam 2018. The game jag presents a theme from which developers should base their game upon, this year the theme was ‘transmission’. From this my team and I created a game where the player is stuck in a horror themed maze and the objective is to get out. The player receives a code in the beginning, […]
Global GameJam 2018
This is horror game made in 3D using the Unity Engine. this game was created within a period of 48h for the Global Game Jam 2018. The game jag presents a theme from which developers should base their game upon, this year the theme was ‘transmission’. From this my team and I created a game where the player is stuck in a horror themed maze and the objective is to get out. The player receives a code in the beginning, […]
Comment #4: Nicklas Rosén
Hello Ni[c]klas,
This is quite a good post that you have written. You thoroughly describe and analyze the motivational problem within your group that you chose as the topic for this blog post. It is also a positive that you included your role in the circumstances.
The explanation of your efforts to solve your group’s problem also is clear and informative. It reveals some of what you learned from these experiences and could be helpful to others in similar situations who may […]
Comment #4: Nicklas Rosén
Hello Ni[c]klas,
This is quite a good post that you have written. You thoroughly describe and analyze the motivational problem within your group that you chose as the topic for this blog post. It is also a positive that you included your role in the circumstances.
The explanation of your efforts to solve your group’s problem also is clear and informative. It reveals some of what you learned from these experiences and could be helpful to others in similar situations who may […]
Blog Post 3. Scrum.
Working with Scrum has been interesting. There have definitely been some benefits. Having meetings at the start and end of each week has been helped provide some insight into every members work, which has often led us to change the prioritization of certain assets. For instance we new the first presentation was coming up and since it was clear that animations where far from finished we decided to focus on creating new parallax layers and overall game play. The sprint […]
Blog Post 3. Scrum.
Working with Scrum has been interesting. There have definitely been some benefits. Having meetings at the start and end of each week has been helped provide some insight into every members work, which has often led us to change the prioritization of certain assets. For instance we new the first presentation was coming up and since it was clear that animations where far from finished we decided to focus on creating new parallax layers and overall game play. The sprint […]
CritterFlux
CritterFlux is a mobile game made for a course called Big Game Project. This game was created over a period of 10 weeks by two graphical artists and myself as programmer. The game is a pet companion game made in 3D for android devices. The game is written using C# and the Unity Engine. This game was exhibited at Gotland Game Conference in 2017 by the creators.
This project taught me the importance of planning and structuring code. Since I was […]
CritterFlux
CritterFlux is a mobile game made for a course called Big Game Project. This game was created over a period of 10 weeks by two graphical artists and myself as programmer. The game is a pet companion game made in 3D for android devices. The game is written using C# and the Unity Engine. This game was exhibited at Gotland Game Conference in 2017 by the creators.
This project taught me the importance of planning and structuring code. Since I was […]
Schrödinger’s cat in a fancier box
During my playthrough in Pharaoh, I reached the highest possible level of the population houses. This was the first time I managed that since back in the days I never actually had the patience. For this reason, it was the first time I had a chance to see the highest demands of the population in work.
And here is where I got seriously confused for a while. And what confused me was the luxury goods’ boxes.
First a quick recap of […]
Schrödinger’s cat in a fancier box
During my playthrough in Pharaoh, I reached the highest possible level of the population houses. This was the first time I managed that since back in the days I never actually had the patience. For this reason, it was the first time I had a chance to see the highest demands of the population in work.
And here is where I got seriously confused for a while. And what confused me was the luxury goods’ boxes.
First a quick recap of […]
Blog post 4 comment
This is a comment I left on another student’s blog.
Their blog: https://emilesohier.wordpress.com/2018/03/05/designing-a-boss/
Hello Emile,
I found your blog post on the design of the boss encounter in your game interesting to read.
The description of the encounter is easy to follow, and it is clear what you have created. You give a good explanation of the different mechanics and what dynamics you were hoping to produce.
What I am missing in this post is the justification for designing the encounter like […]
Blog post 4 comment
This is a comment I left on another student’s blog.
Their blog: https://emilesohier.wordpress.com/2018/03/05/designing-a-boss/
Hello Emile,
I found your blog post on the design of the boss encounter in your game interesting to read.
The description of the encounter is easy to follow, and it is clear what you have created. You give a good explanation of the different mechanics and what dynamics you were hoping to produce.
What I am missing in this post is the justification for designing the encounter like […]
Blog comment 180306
https://gamedesign673637781.wordpress.com/2018/03/01/level-designing-the-start-of-our-game-august-demirsson/
Hi!
Interesting post you got here. I also think placing obstacles in the players way is an effective way of telling them to either move or get stuck. A question I have though is if you tell the player which controls to use for movement, or if that is something they have to discover by trial and error? Also, do the game move upwards automatically or by player movement? You mention that a player who fails the first challenge […]
Blog comment 180306
https://gamedesign673637781.wordpress.com/2018/03/01/level-designing-the-start-of-our-game-august-demirsson/
Hi!
Interesting post you got here. I also think placing obstacles in the players way is an effective way of telling them to either move or get stuck. A question I have though is if you tell the player which controls to use for movement, or if that is something they have to discover by trial and error? Also, do the game move upwards automatically or by player movement? You mention that a player who fails the first challenge […]
Comment for 4th Blogpost
URL: https://samuelkarabetiansgameblog.wordpress.com/2018/03/04/generating-sounds-using-noise/comment-page-1/#comment-8
Hey Samuel,
I think you accurately describe what you have been working on and how you went about it. For the part concerning what you have been working on, I particularly liked how detailed it is, i.e. everything from explaining what white noise is and how it is useful in creating windy sounds – to explaining what can be observed from the frequency bands. The images of the ‘noise’-frequencies is also a great way of explaining what white […]
Comment for 4th Blogpost
URL: https://samuelkarabetiansgameblog.wordpress.com/2018/03/04/generating-sounds-using-noise/comment-page-1/#comment-8
Hey Samuel,
I think you accurately describe what you have been working on and how you went about it. For the part concerning what you have been working on, I particularly liked how detailed it is, i.e. everything from explaining what white noise is and how it is useful in creating windy sounds – to explaining what can be observed from the frequency bands. The images of the ‘noise’-frequencies is also a great way of explaining what white […]
Comment on blog post 4
URL to the commnet on Wiktor Ravndal blog post about Cheeky Checkpoints and the commnet itself from Oskar karlsson:
https://whitechocoboy.wordpress.com/2018/03/01/cheeky-checkpoints/comment-page-1/#comment-9
Your blog post gives the reader a good over view of what you have been working on this week. It is clear for the reader that you have been working on the checkpoints and that you have had problems whit it. It could have been good to write that you are making a game because of a school project.
You do write […]
Comment on blog post 4
URL to the commnet on Wiktor Ravndal blog post about Cheeky Checkpoints and the commnet itself from Oskar karlsson:
https://whitechocoboy.wordpress.com/2018/03/01/cheeky-checkpoints/comment-page-1/#comment-9
Your blog post gives the reader a good over view of what you have been working on this week. It is clear for the reader that you have been working on the checkpoints and that you have had problems whit it. It could have been good to write that you are making a game because of a school project.
You do write […]
Blog Post Comments 4 – 6
Comment 6
Link to the post: https://nicklasrosen.wordpress.com/2018/03/20/blog-post-6-the-end-result/
Hi Nicklas!
It was insightful to read your post. You bring up both positive and negative experiences from the course of the production, which gives me insight into the process overall. From reading I can tell that you can take the things you’ve learnt during these last ten weeks and apply them to the next course.
Our group also struggled with bugs caused by lack of internal playtesting, so it was interesting to read that your group also […]
Blog Post Comments 4 – 6
Comment 6
Link to the post: https://nicklasrosen.wordpress.com/2018/03/20/blog-post-6-the-end-result/
Hi Nicklas!
It was insightful to read your post. You bring up both positive and negative experiences from the course of the production, which gives me insight into the process overall. From reading I can tell that you can take the things you’ve learnt during these last ten weeks and apply them to the next course.
Our group also struggled with bugs caused by lack of internal playtesting, so it was interesting to read that your group also […]
Some small games in Unity
On my spare time I have, together with a graphical artist student, dabbled in some smaller game projects. These were made for the sole reason of practicing Unity and C#. They are clones with simple game mechanics found in mostly mobile games. Both these games has some form of infinity loop in it.
These projects helped me improve my use of components in Unity. Combining multiple game objects with different components in order to separate functionality.
Enjoy! On my spare time I have, together with a graphical artist student, dabbled in some smaller game projects. These were made for the sole reason of practicing Unity and C#. They are clones with simple game mechanics found in mostly mobile games. Both these games has some form of infinity loop in it. Enjoy!
Catch the cat
https://drive.google.com/open?id=188E4Gl4_H29rIQ4fgkSzlmlO5vh0JbDg
Flappy Bird Clone
Some small games in Unity
These projects helped me improve my use of components in Unity. Combining multiple game objects with different components in order to separate functionality.
Catch the cat
https://drive.google.com/open?id=188E4Gl4_H29rIQ4fgkSzlmlO5vh0JbDg
Flappy Bird Clone
Game Design Week 6 – Making Stones.
Well, here goes. My first blog post about stones, the world’s most interesting topic. Fortunately I do not have to write about real life stones, but rather my process in drawing stones for Depth’s in-game environment. Hopefully this will prove a bit more entertaining to read about.
So our look for the game is kind of simple, but I still wanted them to be realistic looking and not pop out. The colour scheme followed a grey scale, going from light grey […]
Game Design Week 6 – Making Stones.
Well, here goes. My first blog post about stones, the world’s most interesting topic. Fortunately I do not have to write about real life stones, but rather my process in drawing stones for Depth’s in-game environment. Hopefully this will prove a bit more entertaining to read about.
So our look for the game is kind of simple, but I still wanted them to be realistic looking and not pop out. The colour scheme followed a grey scale, going from light grey […]