Monthly Archives: March 2018
Letters
Hello and welcome to another one of my blog posts! Today I will write about an art task once more.
This week I have taken some art assets to work on. One of them is the main menu of our game. To be more precise I have been designing the game’s title – Aetherial, and also choosing font and color for main menu words (like “Start the hunt”, “Exit”, etc. – See picture 1)
I have always liked working with letters, or […]
Letters
Hello and welcome to another one of my blog posts! Today I will write about an art task once more.
This week I have taken some art assets to work on. One of them is the main menu of our game. To be more precise I have been designing the game’s title – Aetherial, and also choosing font and color for main menu words (like “Start the hunt”, “Exit”, etc. – See picture 1)
I have always liked working with letters, or […]
Designing A Difficult Enemy In Aetherial
I Will Blog A Bit About What We Call The Sky-Ray
What was the idea?
The idea behind the Sky-Ray was an interpretation of what we thought was a hard enemy in the concept document.
And we wanted to create something that would be a bit more difficult than our two enemies that i have mentioned in my previous blog posts.
We wanted to have a menacing enemy that would really convey a big threat, and what we discussed about […]
Designing A Difficult Enemy In Aetherial
I Will Blog A Bit About What We Call The Sky-Ray
What was the idea?
The idea behind the Sky-Ray was an interpretation of what we thought was a hard enemy in the concept document.
And we wanted to create something that would be a bit more difficult than our two enemies that i have mentioned in my previous blog posts.
We wanted to have a menacing enemy that would really convey a big threat, and what we discussed about […]
Blog Post #4 – Pew pew!
As we near closer to Beta I have been busy filling out the rest of the sounds for Behemoth as new abilities and power-ups are added to the game. During our last play-test, there were some requests for “big” sounds like a huge explosion when you fire your “super mega awesome wave” (name pending) which is a special ability that destroys all enemies on the screen. Since this is such a powerful ability, it should have a powerful sound. For […]
Blog Post #4 – Pew pew!
As we near closer to Beta I have been busy filling out the rest of the sounds for Behemoth as new abilities and power-ups are added to the game. During our last play-test, there were some requests for “big” sounds like a huge explosion when you fire your “super mega awesome wave” (name pending) which is a special ability that destroys all enemies on the screen. Since this is such a powerful ability, it should have a powerful sound. For […]
Blog 4
Squids and their movement
So this week I will go back a bit and take a look at how I designed the second enemy in our game, the giant squid. I will as per usual attempt to reflect and reason a bit around the decisions i made while working on the squid.
So for this game revolving around mystery and uncertainty I wanted the an enemy that reflects those feelings. Now, while the Great white I worked on previously is a fitting […]
Blog 4
Squids and their movement
So this week I will go back a bit and take a look at how I designed the second enemy in our game, the giant squid. I will as per usual attempt to reflect and reason a bit around the decisions i made while working on the squid.
So for this game revolving around mystery and uncertainty I wanted the an enemy that reflects those feelings. Now, while the Great white I worked on previously is a fitting […]
Parallaxing & Background
When sitting in a car or train and looking at the fence by the road, the poles of the fence passes so quickly, the trees at the side of the road as well. Things further away seems to stay longer and you have more time to look at them.
When creating a 2D game we want to have the illusion of having a 3D space, even though it is not. Having different “layers” of background objects moving at different speed gives […]
Parallaxing & Background
When sitting in a car or train and looking at the fence by the road, the poles of the fence passes so quickly, the trees at the side of the road as well. Things further away seems to stay longer and you have more time to look at them.
When creating a 2D game we want to have the illusion of having a 3D space, even though it is not. Having different “layers” of background objects moving at different speed gives […]
Something wicked this way comes
While finishing up for the Beta, I have been working on the most prominent track in the game: the boss’ theme song.
Our game, based on the Umibozu concept document, features a large sea monster as its final boss. While the original concept document drew heavily from Japanese culture in both art and mythos, we decided to go a different route with a steampunk setting instead. So, instead of having the ”Umibozu” (sea monster from Japanese folklore), we have the scary […]
Something wicked this way comes
While finishing up for the Beta, I have been working on the most prominent track in the game: the boss’ theme song.
Our game, based on the Umibozu concept document, features a large sea monster as its final boss. While the original concept document drew heavily from Japanese culture in both art and mythos, we decided to go a different route with a steampunk setting instead. So, instead of having the ”Umibozu” (sea monster from Japanese folklore), we have the scary […]
Start Screen
Hello reader
The artefact I have been working with this week is the start screen. The start screen is what welcomes players to the game and acts as an intermediate between starting the game and playing it. It also gives the player the option to exit the game and has a button to another menu that hold some optional things to press like a button to see the controls and a button that opens the settings.
The way I made the start screen was by creating a new unity scene that the start menu is supposed to be in. I add some unity buttons that are going to be the buttons you use to get around. The […]
Start Screen
Hello reader
The artefact I have been working with this week is the start screen. The start screen is what welcomes players to the game and acts as an intermediate between starting the game and playing it. It also gives the player the option to exit the game and has a button to another menu that hold some optional things to press like a button to see the controls and a button that opens the settings.
The way I made the start screen was by creating a new unity scene that the start menu is supposed to be in. I add some unity buttons that are going to be the buttons you use to get around. The […]
4. Would you like some sounds with that shooting?
Hello once again, in this weeks blog post I will be talking about the tricks and methods I used when finding the sound effect for the submarine shooting. What is a sound effect? A sound effect is trying to recreate the feeling one would get when seeing the real object.
When it comes to my groups game, just going on the internet and searching shooting sound effect doesn’t really cut it. Since the game takes place underwater, a regular shooting sound […]
4. Would you like some sounds with that shooting?
Hello once again, in this weeks blog post I will be talking about the tricks and methods I used when finding the sound effect for the submarine shooting. What is a sound effect? A sound effect is trying to recreate the feeling one would get when seeing the real object.
When it comes to my groups game, just going on the internet and searching shooting sound effect doesn’t really cut it. Since the game takes place underwater, a regular shooting sound […]
Communicating function through visual means
Our group’s version of Friendship Down features an antagonist, robotic species that make up the game’s enemy units. For reasons of time, we had to cut any boss fights from development. Because of this, we had to make as much use of the enemy units as possible in order to provide some form of gameplay variety, as well as an escalating sense of progression over the course of the game. There are three enemy units, each with their own specific […]
Communicating function through visual means
Our group’s version of Friendship Down features an antagonist, robotic species that make up the game’s enemy units. For reasons of time, we had to cut any boss fights from development. Because of this, we had to make as much use of the enemy units as possible in order to provide some form of gameplay variety, as well as an escalating sense of progression over the course of the game. There are three enemy units, each with their own specific […]
Blog post 4: Lack of motivation
Hello there.
This week I am going to talk about the biggest issue that my team, team Troll, has got in our development of the game “Depth”. That problem is lack of motivation. This problem have slowly been creeping up on the members of my team, the further we have gotten with the game and the closer we get to the next course. This was brought up by one of the graphics in my team and the other members agreed that […]
Blog post 4: Lack of motivation
Hello there.
This week I am going to talk about the biggest issue that my team, team Troll, has got in our development of the game “Depth”. That problem is lack of motivation. This problem have slowly been creeping up on the members of my team, the further we have gotten with the game and the closer we get to the next course. This was brought up by one of the graphics in my team and the other members agreed that […]
Creating a level manager, kinda…
Once again, I’m Guy Dimor from team Wendigo, and today I’ll write about how I created a maybe-sorta-kinda-not really level manager.
Before the beta playtests, there were some things still missing from our game, not the least of which being an actual series of levels. Instead we had a randomly generated endless mode, which didn’t have much replayability and did not have any progression. We knew this would pose a problem with the playtesters, as this was no longer alpha and […]
Creating a level manager, kinda…
Once again, I’m Guy Dimor from team Wendigo, and today I’ll write about how I created a maybe-sorta-kinda-not really level manager.
Before the beta playtests, there were some things still missing from our game, not the least of which being an actual series of levels. Instead we had a randomly generated endless mode, which didn’t have much replayability and did not have any progression. We knew this would pose a problem with the playtesters, as this was no longer alpha and […]
Week 4 – Comment
Group G, Felix Rham
I think you have managed to convey what you have worked the last weeks really well. You are clear with bad things as well as good things, which is nice since we all can learn from each other’s mistakes.
I like that you showcased the assets and animations with a clear background and not in game that would have made it harder to see what you were writing about.
You have also described well how you did thing. For […]
Week 4 – Comment
Group G, Felix Rham
I think you have managed to convey what you have worked the last weeks really well. You are clear with bad things as well as good things, which is nice since we all can learn from each other’s mistakes.
I like that you showcased the assets and animations with a clear background and not in game that would have made it harder to see what you were writing about.
You have also described well how you did thing. For […]