Yearly Archives: 2018
Design Feedback – 6
Congratulations to your finished game. I did play it several times during the different play testing sessions and you could clearly see a progression from alpha to the finished product. I like how you took some answers from the latest playtesting and posted it in here, it gives you a feel from what people thought of the released version of the game.
I would have liked to know even more about your group’s dynamic. How you worked together, what were the […]
Design Feedback – 6
Congratulations to your finished game. I did play it several times during the different play testing sessions and you could clearly see a progression from alpha to the finished product. I like how you took some answers from the latest playtesting and posted it in here, it gives you a feel from what people thought of the released version of the game.
I would have liked to know even more about your group’s dynamic. How you worked together, what were the […]
Dev Blog 6, Post Mortem
Edit:
In my original post I didn’t describe how the final game turned out, so I’m making this edit to correct that.
The game is a top down auto-scroller. The design is based on a concept document for a Shoot ‘Em Up (SHMUP) created by another team at the education. Their concept was based around having “mystery” be their main aesthetic, and that had a major influence on the design choices we made when turning the concept into a game.
The player controls […]
Dev Blog 6, Post Mortem
Edit:
In my original post I didn’t describe how the final game turned out, so I’m making this edit to correct that.
The game is a top down auto-scroller. The design is based on a concept document for a Shoot ‘Em Up (SHMUP) created by another team at the education. Their concept was based around having “mystery” be their main aesthetic, and that had a major influence on the design choices we made when turning the concept into a game.
The player controls […]
Final comment, Group Vampire
Hello,
I was mighty impressed by the narrative solution you employed. I have a soft spot for story-driven elements and your running slides hit that spot perfectly.
You are structured and organised in your approach in the text, and it is easy to get a clear overview of your successes and failures. You make your points relevant by not only mentioning which aspects were relative successes, but because you go into detail as to why you think that is.
You mention early in […]
Final comment, Group Vampire
Hello,
I was mighty impressed by the narrative solution you employed. I have a soft spot for story-driven elements and your running slides hit that spot perfectly.
You are structured and organised in your approach in the text, and it is easy to get a clear overview of your successes and failures. You make your points relevant by not only mentioning which aspects were relative successes, but because you go into detail as to why you think that is.
You mention early in […]
Comment #1
Hey Adam, Guy from Team Wendigo, let’s take a look at your post.
The choice of a 45° top-down is fairly unique and your solution of having 8 sprites is creative and very reminiscent of old top-down games, as well as early first-person shooters like Doom and Wolfenstein. I also quite like the art itself, though that is probably more to your artist’s credit as I would be very surprised to find out you, a programmer, drew it.
That said, there doesn’t […]
Comment #1
Hey Adam, Guy from Team Wendigo, let’s take a look at your post.
The choice of a 45° top-down is fairly unique and your solution of having 8 sprites is creative and very reminiscent of old top-down games, as well as early first-person shooters like Doom and Wolfenstein. I also quite like the art itself, though that is probably more to your artist’s credit as I would be very surprised to find out you, a programmer, drew it.
That said, there doesn’t […]
The game, the good, the bad, the cool, the nice, the lessons learned, the post mortem
All I needed was the last thing I wanted
To sit alone in a room and say it all out loud
During this Shoot ‘Em up project we, team Kraken, have accomplished a lot more than I had anticipated in the beginning. I had, for example, no idea how skilled the artists or the programmers were. In the end, I am happy that I ended up with the people I did. Even though our project has had its ups and downs. […]
The game, the good, the bad, the cool, the nice, the lessons learned, the post mortem
All I needed was the last thing I wanted
To sit alone in a room and say it all out loud
During this Shoot ‘Em up project we, team Kraken, have accomplished a lot more than I had anticipated in the beginning. I had, for example, no idea how skilled the artists or the programmers were. In the end, I am happy that I ended up with the people I did. Even though our project has had its ups and downs. […]
Comment for assignment (6th comment)
Your blog has a lot of information, in a good way. I’m able to understand how you felt during the development of the game and where you felt you lacked. Being able to see your own flaws is not an easy task but it is the first step to better yourself, good job! It seems that you now know a lot of things which could be useful for the next course.
Just something that I was confused about in the blog […]
Comment for assignment (6th comment)
Your blog has a lot of information, in a good way. I’m able to understand how you felt during the development of the game and where you felt you lacked. Being able to see your own flaws is not an easy task but it is the first step to better yourself, good job! It seems that you now know a lot of things which could be useful for the next course.
Just something that I was confused about in the blog […]
Blog #6: Postmortem
Hello and welcome to my final blog post concerning the development of our game, “Umibōzu”!
I am Léo and the Scrum Master of Team Wendigo. In today’s post, I will talk about the final result of our game. First, I want to provide you with some context of our project and provide some insight to our development processes. About nine weeks ago, we sat in the lecture hall and attended the first lecture of our new course. The course Game Design […]
Blog #6: Postmortem
Hello and welcome to my final blog post concerning the development of our game, “Umibōzu”!
I am Léo and the Scrum Master of Team Wendigo. In today’s post, I will talk about the final result of our game. First, I want to provide you with some context of our project and provide some insight to our development processes. About nine weeks ago, we sat in the lecture hall and attended the first lecture of our new course. The course Game Design […]
Project Aetherial Blog Six
Introduction
Finally! The finish line has been reached and crossed over! Ten weeks of work and different opinions have at last been passed. I cannot say my team have created an extraordinary game, nor a revolutionizing one, but we have a game that (to my knowledge) work without crashing, have a beginning and an end, and the team has survived! You usually never choose who you work with in a workplace, but there are worse and better outcomes in different team […]
Project Aetherial Blog Six
Introduction
Finally! The finish line has been reached and crossed over! Ten weeks of work and different opinions have at last been passed. I cannot say my team have created an extraordinary game, nor a revolutionizing one, but we have a game that (to my knowledge) work without crashing, have a beginning and an end, and the team has survived! You usually never choose who you work with in a workplace, but there are worse and better outcomes in different team […]
Blog 6
Throughout the course Game Design 2: Game Development, I worked with Team Hastur and Developed the game “You may Kiss the Bride”. As a game designer, I discussed about the design aspects of the game with the group and made some creative changes to the original concept document to better meet the aesthetic goal. As an artist in the team, I have created a character animation, a cut scene about the same character (cooperated with another art student, Johan), various environmental tiles […]
Blog 6
Throughout the course Game Design 2: Game Development, I worked with Team Hastur and Developed the game “You may Kiss the Bride”. As a game designer, I discussed about the design aspects of the game with the group and made some creative changes to the original concept document to better meet the aesthetic goal. As an artist in the team, I have created a character animation, a cut scene about the same character (cooperated with another art student, Johan), various environmental tiles […]
Shoot ’em up – Postmortem
Standing on the finish line of this 10-week period we stand with a finished product that’ve worked out really well and have gotten positive feedback. The game consists of 7 levels, the first one is a tutorial and the last one a boss encounter. It also features two animated sequences, sound and UI.
I’ve been part of a team called “Mimic” and luckily, we fit well together and haven’t had that many bumps along the way. The exception being a few […]
Shoot ’em up – Postmortem
Standing on the finish line of this 10-week period we stand with a finished product that’ve worked out really well and have gotten positive feedback. The game consists of 7 levels, the first one is a tutorial and the last one a boss encounter. It also features two animated sequences, sound and UI.
I’ve been part of a team called “Mimic” and luckily, we fit well together and haven’t had that many bumps along the way. The exception being a few […]
Post Mortem
The Game Is Finished!
And now we can all breathe out as we gain our experiences from our work and our groups, to proceed with this knowledge into future developments. And the closest is the Arcade Production. Which I think most people are very excited about
I am very happy with our finished game, and many people at the playtesting thought so too.
We asked the testers a few questions, for example we asked What do you […]
Post Mortem
The Game Is Finished!
And now we can all breathe out as we gain our experiences from our work and our groups, to proceed with this knowledge into future developments. And the closest is the Arcade Production. Which I think most people are very excited about
I am very happy with our finished game, and many people at the playtesting thought so too.
We asked the testers a few questions, for example we asked What do you […]
Postmortem – Game Design 2.
I have learned a lot during this course. Being able to put what we have been tought so far into practise have proven very useful and thanks to our excellent project manager, who’s been very thorough and invested through out, we’ve been able to experience a little bit of what working in the industry will be about.
First, I’d like to start with what have gone well: we actually made a game. I have never been part of a project like […]
Postmortem – Game Design 2.
I have learned a lot during this course. Being able to put what we have been tought so far into practise have proven very useful and thanks to our excellent project manager, who’s been very thorough and invested through out, we’ve been able to experience a little bit of what working in the industry will be about.
First, I’d like to start with what have gone well: we actually made a game. I have never been part of a project like […]