Monthly Archives: March 2018
#4 PreBeta Work: Player Feature #2
As the time before Beta Presentations draws closer and closer I find myself having to delegate my time efficiently and effectively. It doesn’t help that I recently purchased the game Celeste and played it a shit ton this week and forgoed some of my work, but I did manage to make a lot of progress this week!
Working on the Big Boi Weapon
This Week most of the coding I did revolved around our Player Big Boi Gun as well as setting […]
#4 PreBeta Work: Player Feature #2
As the time before Beta Presentations draws closer and closer I find myself having to delegate my time efficiently and effectively. It doesn’t help that I recently purchased the game Celeste and played it a shit ton this week and forgoed some of my work, but I did manage to make a lot of progress this week!
Working on the Big Boi Weapon
This Week most of the coding I did revolved around our Player Big Boi Gun as well as setting […]
Level Designing the start of our game – August Demirsson
As mentioned before the game me and my group chose was Umibozu. The main mechanics in our game is to follow a terrain and kill enemies that’s in the players’ way of making it to the finish.
In order to present these mechanics to the player the start of our game is designed as an introduction to all the mechanics in a simple way. If you somehow would fail the trail you would only lose a maximum of 20 seconds progress […]
Level Designing the start of our game – August Demirsson
As mentioned before the game me and my group chose was Umibozu. The main mechanics in our game is to follow a terrain and kill enemies that’s in the players’ way of making it to the finish.
In order to present these mechanics to the player the start of our game is designed as an introduction to all the mechanics in a simple way. If you somehow would fail the trail you would only lose a maximum of 20 seconds progress […]
5SD064-The making of fog shape
Hi, now we come to the 4th blog in the blog journey and that means we are not far from completing the very first game in our Game Design study! This week we didn’t have any lecture from Game Design 2 but play-testing on Monday which gathered many valuable feedback to improve our game before the BETA. Today I want to talk about a small artifact from our game “Umibozu” —- fog shape.
“Fog shape” might sounds bit wired, it is […]
5SD064-The making of fog shape
Hi, now we come to the 4th blog in the blog journey and that means we are not far from completing the very first game in our Game Design study! This week we didn’t have any lecture from Game Design 2 but play-testing on Monday which gathered many valuable feedback to improve our game before the BETA. Today I want to talk about a small artifact from our game “Umibozu” —- fog shape.
“Fog shape” might sounds bit wired, it is […]
Lycanthrope: Sounds…
Hello! My name is Mattias Borgqvist and I am currently working on a shoot em up game based on the concept document “A game of beelonging” by group Ouroboros.
This week I want talk about sounds and since I am the lead sound designer in our group this is something that I have been responsible for, making our game feel the right way and make sure that it feels like a harmonious and coherent experience.
Before working on “Beeloning” I had barely […]
Lycanthrope: Sounds…
Hello! My name is Mattias Borgqvist and I am currently working on a shoot em up game based on the concept document “A game of beelonging” by group Ouroboros.
This week I want talk about sounds and since I am the lead sound designer in our group this is something that I have been responsible for, making our game feel the right way and make sure that it feels like a harmonious and coherent experience.
Before working on “Beeloning” I had barely […]
Cobbling things like a carpenter – or reusing assets
As we are heading into the final sprints I’m sure we all have noticed the need for polish and just the feelings that we don’t have enough time to finish everything we want to do. Well my team definitely noticed this, and after trimming and cutting some content we were left with a list of things that needed to be done until release. Then we took that list and looked at what could be done with the help of old […]
Cobbling things like a carpenter – or reusing assets
As we are heading into the final sprints I’m sure we all have noticed the need for polish and just the feelings that we don’t have enough time to finish everything we want to do. Well my team definitely noticed this, and after trimming and cutting some content we were left with a list of things that needed to be done until release. Then we took that list and looked at what could be done with the help of old […]
The Tragedy of the Missing User Stories
The Beginning of the End
As the title suggests, my group is not using user stories. The reason for this horrendous act can be summed up in two parts.
First of all, the user stories that I had been given from my fellow designer were lackluster (I have no ill will towards you, it was everyone’s first attempt at user stories). The amount of stories were poor, they did not cover the entire concept document and the parts that were supposedly covered […]
The Tragedy of the Missing User Stories
The Beginning of the End
As the title suggests, my group is not using user stories. The reason for this horrendous act can be summed up in two parts.
First of all, the user stories that I had been given from my fellow designer were lackluster (I have no ill will towards you, it was everyone’s first attempt at user stories). The amount of stories were poor, they did not cover the entire concept document and the parts that were supposedly covered […]
Project Aetherial Blog Four
Introduction
We are rapidly approaching the BETA and a lot of things must be decided and implemented. Playtesting sessions has come and passed by, with a great many relevant comments having helped us shape our game. Aside from the game design course, we graphical artists have also had our hands full with the animations of our minor course.
For this week’s blog I will put my focus on the final “common” enemy of our game, which is the so-called sky tangler (a jellyfish). […]
Project Aetherial Blog Four
Introduction
We are rapidly approaching the BETA and a lot of things must be decided and implemented. Playtesting sessions has come and passed by, with a great many relevant comments having helped us shape our game. Aside from the game design course, we graphical artists have also had our hands full with the animations of our minor course.
For this week’s blog I will put my focus on the final “common” enemy of our game, which is the so-called sky tangler (a jellyfish). […]
Game Design – Designing the enemy’s movement pattern and behavior
Hi everyone! This week I will explain the process of the enemy movement and the design for it. As the designer of group Vampire I got the task to design the enemy’s movement pattern and behavior. The game we are developing, Umibozu, originally had 3 types of enemies in the game; a crab, a squid and a shark.
Image 1, concept art of the enemies from the concept document
Due to lack of time, we decided to only have the squid and […]
Game Design – Designing the enemy’s movement pattern and behavior
Hi everyone! This week I will explain the process of the enemy movement and the design for it. As the designer of group Vampire I got the task to design the enemy’s movement pattern and behavior. The game we are developing, Umibozu, originally had 3 types of enemies in the game; a crab, a squid and a shark.
Image 1, concept art of the enemies from the concept document
Due to lack of time, we decided to only have the squid and […]
Boss behaviors in shooting game
This week I implemented the behaviors of the Boss in our game. Though we already have a draft about some basic ideas and patterns, we still encountered some detailed problem which made us to abandoned several previous thoughts.
In general, the boss is a giant fish with high health point and powerful attack. I divided boss behaviors to three parts. One is the entering state, after a player cleared the final wave of enemies the boss spawning logic triggered. It be […]
Boss behaviors in shooting game
This week I implemented the behaviors of the Boss in our game. Though we already have a draft about some basic ideas and patterns, we still encountered some detailed problem which made us to abandoned several previous thoughts.
In general, the boss is a giant fish with high health point and powerful attack. I divided boss behaviors to three parts. One is the entering state, after a player cleared the final wave of enemies the boss spawning logic triggered. It be […]
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 […]