Yearly Archives: 2018
A reflection on “Postmortem” blog, by Vidar Grönros
sasadzigurski · Just now
Hi Vidar,
I’m glad that you are very satisfied with your game. I have played it and it is among the best versions of the Umibozu concept. Well, maybe a little “too realistic” moving mechanic, but still challenging and interesting.
I like that you had a retrospective meeting after the project’s closure. Something that not much of our colleagues did with their own groups. I did it as well. We do need to have this ending […]
A reflection on “Postmortem” blog, by Vidar Grönros
sasadzigurski · Just now
Hi Vidar,
I’m glad that you are very satisfied with your game. I have played it and it is among the best versions of the Umibozu concept. Well, maybe a little “too realistic” moving mechanic, but still challenging and interesting.
I like that you had a retrospective meeting after the project’s closure. Something that not much of our colleagues did with their own groups. I did it as well. We do need to have this ending […]
Comment 3.
Very well written and good structure. I like that you have written how your team dealt with scrum, as you say each team implements it differently. In terms of the week long sprints, I can imagine that things would be different if we did not have lessons during the weeks we we’re deep in game production. I can relate to what you’re saying about daily stand ups as we had the same issue. Did you see any benefit in meeting […]
Comment 3.
Very well written and good structure. I like that you have written how your team dealt with scrum, as you say each team implements it differently. In terms of the week long sprints, I can imagine that things would be different if we did not have lessons during the weeks we we’re deep in game production. I can relate to what you’re saying about daily stand ups as we had the same issue. Did you see any benefit in meeting […]
Blog 1-Game overview&working plan
Since the game has been done and this is a flashback blog post, I had to think what I went through the first week of our game-making. I decided to talk bit about the game Umibozu itself and how we planed and divided the work based on different roles in the team.
For course Game design 2: Game development, each team was assignment the task that to pick a game concept which was created in Game design 1 course, and develop […]
Blog 1-Game overview&working plan
Since the game has been done and this is a flashback blog post, I had to think what I went through the first week of our game-making. I decided to talk bit about the game Umibozu itself and how we planed and divided the work based on different roles in the team.
For course Game design 2: Game development, each team was assignment the task that to pick a game concept which was created in Game design 1 course, and develop […]
Comment 1.
Hi Jesper.
The blog post is very clear and straight to the point. You have explained your design choice in relation to the objects purpose within the game with reason. I like that you used a triangular shape to communicate the ships speed and attack type. I also like that you intentionally made the ship look less intimidating for thematic purposes. As you stated above this plane does more damage than bullets. If there is a priority to spot the plane […]
Comment 1.
Hi Jesper.
The blog post is very clear and straight to the point. You have explained your design choice in relation to the objects purpose within the game with reason. I like that you used a triangular shape to communicate the ships speed and attack type. I also like that you intentionally made the ship look less intimidating for thematic purposes. As you stated above this plane does more damage than bullets. If there is a priority to spot the plane […]
Game Design Final Week – Post Mortem
We are finally here. Our first digital game project has been completed, and I think this has been a good learning experience for all groups in some way or another. I must say that I had the luck of getting a very well functioning group for this course, all members worked well together and we had lots of fun.
So what was the game idea and what was the end result? What went right, wrong, and what is there to be […]
Game Design Final Week – Post Mortem
We are finally here. Our first digital game project has been completed, and I think this has been a good learning experience for all groups in some way or another. I must say that I had the luck of getting a very well functioning group for this course, all members worked well together and we had lots of fun.
So what was the game idea and what was the end result? What went right, wrong, and what is there to be […]
Blog Post 6.
It has been very fun to work with my group and to make assets for the game.
I am not so glad with the end result of the project. Our lead programmer has left the course and we had already over scoped the game before that happened so as a result many assets which were ready to be implemented into the final game were left out. This included the boss, the boss environment, all animations and 2 more enemy types and […]
Blog Post 6.
It has been very fun to work with my group and to make assets for the game.
I am not so glad with the end result of the project. Our lead programmer has left the course and we had already over scoped the game before that happened so as a result many assets which were ready to be implemented into the final game were left out. This included the boss, the boss environment, all animations and 2 more enemy types and […]
Blog Post 4.
The past week had not been good, there was a major setback. My Photoshop file, which contained all original assets was corrupted. Luckily many of the old versions of assets such as the background was available from google docs, but my new version of the ship for instance was only saved as a JPEG so there was some work to be done in restoring it. This in itself is not a major issue, however it meant that my animation of […]
Blog Post 4.
The past week had not been good, there was a major setback. My Photoshop file, which contained all original assets was corrupted. Luckily many of the old versions of assets such as the background was available from google docs, but my new version of the ship for instance was only saved as a JPEG so there was some work to be done in restoring it. This in itself is not a major issue, however it meant that my animation of […]
Blog 6 #Postmortem
So the course is over and our game is as done as it gets.
If you want to play it before reading this last blog post you can follow this link
https://avokadomos.itch.io/navisy-creatures-of-the-deep
First of I want to give a big thanks to my team we pulled through and even thought we had to cut one feature(second enemy), We have a great product that i personally am very proud of as my first game. Its also fun to note that it has […]
Blog 6 #Postmortem
So the course is over and our game is as done as it gets.
If you want to play it before reading this last blog post you can follow this link
https://avokadomos.itch.io/navisy-creatures-of-the-deep
First of I want to give a big thanks to my team we pulled through and even thought we had to cut one feature(second enemy), We have a great product that i personally am very proud of as my first game. Its also fun to note that it has […]
Blog Post 5.
We received a lot of feedback after our play-test. Many liked our mechanics, how the bird enemy would fly in a wave formation and the basic controls of the player. They also enjoyed the graphics. One of the clear results from the play test was that the game was very short, and that the boss was very difficult when no instructions were given. Most of the critique of our game focused on the Aesthetics of the game, as in how […]
Blog Post 5.
We received a lot of feedback after our play-test. Many liked our mechanics, how the bird enemy would fly in a wave formation and the basic controls of the player. They also enjoyed the graphics. One of the clear results from the play test was that the game was very short, and that the boss was very difficult when no instructions were given. Most of the critique of our game focused on the Aesthetics of the game, as in how […]
Blog Comment 6
Nice job Sasa!
I enjoyed reading this as it had some references to the different group stages! It was clear what you had learned and things that you felt needed improvement. It wasn’t too clear why you hadn’t left the second group stage, was it perhaps due to something serious or personal? In this case I understand! It was obvious that you had written about Scrum previously, but you seem to say there were things you needed to work on there. […]
Blog Comment 6
Nice job Sasa!
I enjoyed reading this as it had some references to the different group stages! It was clear what you had learned and things that you felt needed improvement. It wasn’t too clear why you hadn’t left the second group stage, was it perhaps due to something serious or personal? In this case I understand! It was obvious that you had written about Scrum previously, but you seem to say there were things you needed to work on there. […]
Blog Comment 5
Hello Michael,
Well done with the blog post! The details of benefit for both playtesting sessions was clearly documented and it was interesting to see how you iterated on the survey between sessions and learned from earlier shortcomings. The reason for doing this is pretty self-evident, but you elude to it quite well to make sure the reader is completely in sync with the text. Realistically there’s not a lot I’d improve on with this article, I think some of the […]
Blog Comment 5
Hello Michael,
Well done with the blog post! The details of benefit for both playtesting sessions was clearly documented and it was interesting to see how you iterated on the survey between sessions and learned from earlier shortcomings. The reason for doing this is pretty self-evident, but you elude to it quite well to make sure the reader is completely in sync with the text. Realistically there’s not a lot I’d improve on with this article, I think some of the […]
Blog #6 The Postmortem
After all these weeks of stress and hard work, the project has finally come to an end. In my final blog post I will cover what both the team and me individually have learned throughout the development process of Into the fog.
Where to begin? At the beginning! Very early into the project during a design meeting the group had a discussion about scoping. We have chosen a concept document of Umibozu, as we believed it was designed with small teams […]
Blog #6 The Postmortem
After all these weeks of stress and hard work, the project has finally come to an end. In my final blog post I will cover what both the team and me individually have learned throughout the development process of Into the fog.
Where to begin? At the beginning! Very early into the project during a design meeting the group had a discussion about scoping. We have chosen a concept document of Umibozu, as we believed it was designed with small teams […]