Yearly Archives: 2018
Final days and postmortem
Hello, this is once again the infamous Guy Dimor of Team Wendigo, and for the final blog post (yay!!!) I will talk about the final stages of developement of Umibozu and attempt to summarize the experience as a whole.
Going into the last week of production, I had very little left to actually add to the game, as most of everything was already complete. With my group’s agreement, I decided to focus mostly on bug-fixing, polishing and implementing the remaining assets. […]
Final days and postmortem
Hello, this is once again the infamous Guy Dimor of Team Wendigo, and for the final blog post (yay!!!) I will talk about the final stages of developement of Umibozu and attempt to summarize the experience as a whole.
Going into the last week of production, I had very little left to actually add to the game, as most of everything was already complete. With my group’s agreement, I decided to focus mostly on bug-fixing, polishing and implementing the remaining assets. […]
The Explosion And The Aftershock – Postmortem (Updated 30-04-2018)
The Main Explosion
It is finally time to harvest our crops after much work, our game is finished and after everything is said and done, it is not half bad. What we showed at the golden playtest session was a polished game with not too many apparent flaws.
The final iteration of You May Kiss The Bride is a top-down, semi-isometric 2D shooter and looks little something like this:
The first enemy of the game is trapped in a ring of benches so that it […]
The Explosion And The Aftershock – Postmortem (Updated 30-04-2018)
The Main Explosion
It is finally time to harvest our crops after much work, our game is finished and after everything is said and done, it is not half bad. What we showed at the golden playtest session was a polished game with not too many apparent flaws.
The final iteration of You May Kiss The Bride is a top-down, semi-isometric 2D shooter and looks little something like this:
The first enemy of the game is trapped in a ring of benches so that it […]
Postmortem of our first game
Titlescreen of our verion of Umibozu
This blog post will summarize how I felt that our development process went and what I as a game designer have learned. And what our final product looked and felt like.
The game itself featured a boat as the player-controlled avatar. With the objective to locate four different landmarks that the player had to navigate to advance the game. And to find these landmarks you must sail through portals that steadied your compass to point in […]
Postmortem of our first game
Titlescreen of our verion of Umibozu
This blog post will summarize how I felt that our development process went and what I as a game designer have learned. And what our final product looked and felt like.
The game itself featured a boat as the player-controlled avatar. With the objective to locate four different landmarks that the player had to navigate to advance the game. And to find these landmarks you must sail through portals that steadied your compass to point in […]
Beelonging: A Postmortem
This post has been updated 21/05/2018
So we just finished our first Game called “Beelonging” (If you want, you can play it here). 10 Weeks ago
we picked a concept for a shoot em up game about a bee swarm saving its hive from the evil bear, fighting various insect enemies and now we are finally done making this vision come true and additionally changing a few design decisions and releasing our game.
Beelonging now […]
Beelonging: A Postmortem
This post has been updated 21/05/2018
So we just finished our first Game called “Beelonging” (If you want, you can play it here). 10 Weeks ago
we picked a concept for a shoot em up game about a bee swarm saving its hive from the evil bear, fighting various insect enemies and now we are finally done making this vision come true and additionally changing a few design decisions and releasing our game.
Beelonging now […]
Commenting on “What improvments brought from playtesting” by Kaijun-Quilin
Original Post: https://kaijunqilin.wordpress.com/2018/03/08/what-improvments-brought-from-playtesting/
Kaijun talks about the two different playtest sessions and what his team has found out about their game. I think the post is well structured as he talks about the first set of questions and their results in the beginning. And then the second set of questions in the end. His groups also made the same experience as my group that while feedback is important, it is almost as important for the developers to watch the testers play their […]
Commenting on “What improvments brought from playtesting” by Kaijun-Quilin
Original Post: https://kaijunqilin.wordpress.com/2018/03/08/what-improvments-brought-from-playtesting/
Kaijun talks about the two different playtest sessions and what his team has found out about their game. I think the post is well structured as he talks about the first set of questions and their results in the beginning. And then the second set of questions in the end. His groups also made the same experience as my group that while feedback is important, it is almost as important for the developers to watch the testers play their […]
Playtesting and Aetherial
Playtesting has had a huge impact on our workflow and design decisions. More specifically once we started getting feedback from people who actually played our game we started to realize what problems it had that we hadn’t thought about before. This might be due to a lack of Quality Assurance within our group, but I think it is also always important to get a different opinion from someone outside the development team.
This is not as true for the second playtesting […]
Playtesting and Aetherial
Playtesting has had a huge impact on our workflow and design decisions. More specifically once we started getting feedback from people who actually played our game we started to realize what problems it had that we hadn’t thought about before. This might be due to a lack of Quality Assurance within our group, but I think it is also always important to get a different opinion from someone outside the development team.
This is not as true for the second playtesting […]
Blog post 6: The end result
Hello there. This will be the last blog post about the game development of “Depth”.
Depth is a side scroller, shoot ’em up game, where you play as a rookie submarine operator. While exploring the depths of a cave you encounter a giant monster. The goal is to avoid or shoot the enemies that tries to stop, blind and block you and escape the dark cave before the monster can reach you. Use the submarines light to find the way out […]
Blog post 6: The end result
Hello there. This will be the last blog post about the game development of “Depth”.
Depth is a side scroller, shoot ’em up game, where you play as a rookie submarine operator. While exploring the depths of a cave you encounter a giant monster. The goal is to avoid or shoot the enemies that tries to stop, blind and block you and escape the dark cave before the monster can reach you. Use the submarines light to find the way out […]
Blog #6 – First game project
This is the first time I’ve ever finished a game project, let alone any project of this magnitude. Working on this project for the last couple of months has had its ups and downs.
Our game is a top down shooter with the main character, Brad, running through a very long church aisle. He is chased by the bride throughout the whole level and if she reaches you, it is game over. The player can’t shoot the bride, the only way […]
Blog #6 – First game project
This is the first time I’ve ever finished a game project, let alone any project of this magnitude. Working on this project for the last couple of months has had its ups and downs.
Our game is a top down shooter with the main character, Brad, running through a very long church aisle. He is chased by the bride throughout the whole level and if she reaches you, it is game over. The player can’t shoot the bride, the only way […]
My Feedback for Post #6
This week I commented on Niklas Ericsson’s blog post, found here: https://niklasericssonblog.wordpress.com/2018/03/14/sprint-8-postmortem/
My comment reads as follows:
Hello!
Your post is well written with very few grammatical errors, and it is clear what you are talking about. The first thing that springs to mind however, is the lack of images. As this final post deals with the end result of the game, I think it would have been nice to see some screenshots of the game and possibly some descriptions of […]
My Feedback for Post #6
This week I commented on Niklas Ericsson’s blog post, found here: https://niklasericssonblog.wordpress.com/2018/03/14/sprint-8-postmortem/
My comment reads as follows:
Hello!
Your post is well written with very few grammatical errors, and it is clear what you are talking about. The first thing that springs to mind however, is the lack of images. As this final post deals with the end result of the game, I think it would have been nice to see some screenshots of the game and possibly some descriptions of […]
6th post – final game testing
Finally, the “shoot em up” game project has come to the end. It was long and hectic two and a half months of development. It was our first game project, and because of lack of experience we did not know how to get started. Everything was new and unknown to us. In this journey of game development, we have been through some difficulties and some good things. We have learnt a lot through this process, and we are quite satisfied […]
6th post – final game testing
Finally, the “shoot em up” game project has come to the end. It was long and hectic two and a half months of development. It was our first game project, and because of lack of experience we did not know how to get started. Everything was new and unknown to us. In this journey of game development, we have been through some difficulties and some good things. We have learnt a lot through this process, and we are quite satisfied […]
Conclusion
The end of a project
Welcome back! This post will mark the conclusion of the Shoot ’em up project for team Gnoll. It was also the first real project I led using the Scrum framework. We managed to create a game that both looked great and had very few bugs. I am proud of my team and their hard work. This post will look at the game and the lessons that I have learned from being a part of creating it.
The […]
Conclusion
The end of a project
Welcome back! This post will mark the conclusion of the Shoot ’em up project for team Gnoll. It was also the first real project I led using the Scrum framework. We managed to create a game that both looked great and had very few bugs. I am proud of my team and their hard work. This post will look at the game and the lessons that I have learned from being a part of creating it.
The […]
6. How it all ended and what I’ve learned
Hello there, the name is Carl and this will be my last blog post reporting the progress of my game, Depth. In this blog post, I will be talking about what I have learned and how the game turned out.
One of the greatest things with my group was our workflow and communication to the project. The group never had any disputes, we took our time to talk everything over and we were able to have our daily meetings, whether it […]
6. How it all ended and what I’ve learned
Hello there, the name is Carl and this will be my last blog post reporting the progress of my game, Depth. In this blog post, I will be talking about what I have learned and how the game turned out.
One of the greatest things with my group was our workflow and communication to the project. The group never had any disputes, we took our time to talk everything over and we were able to have our daily meetings, whether it […]