Yearly Archives: 2018
Comment #5 Fredrik Lövlie
Link to post:
https://lovliegamedesign.wordpress.com/2018/03/08/the-importance-of-playtesting/
Comment:
This is a very clear blogpost on the benefits of playtesting. I also very much enjoy that you explain that playtesting is positive if you let your ego down and enter it with an open mind. The post also explains very well the type of criticism that you guys received during your playtest, such as the movement of your main character and using one of your buttons as a spam, both of which are criticism that […]
Comment #5 Fredrik Lövlie
Link to post:
https://lovliegamedesign.wordpress.com/2018/03/08/the-importance-of-playtesting/
Comment:
This is a very clear blogpost on the benefits of playtesting. I also very much enjoy that you explain that playtesting is positive if you let your ego down and enter it with an open mind. The post also explains very well the type of criticism that you guys received during your playtest, such as the movement of your main character and using one of your buttons as a spam, both of which are criticism that […]
Comment #4 Fredrik Lindsten
Link to post:
https://frli0438.wordpress.com/2018/02/27/checkpoints/
Comment:
This is a very detailed and interesting post with good English and even better information for future students.
After reading this, I must say, as a programming student, that it sounds like there was a whole lot of coding going on to achieve this animation sequence in your game. You share very good information that is easy to read and gives a great idea of how to achieve a the programming sequence and features to achieve the […]
Comment #4 Fredrik Lindsten
Link to post:
https://frli0438.wordpress.com/2018/02/27/checkpoints/
Comment:
This is a very detailed and interesting post with good English and even better information for future students.
After reading this, I must say, as a programming student, that it sounds like there was a whole lot of coding going on to achieve this animation sequence in your game. You share very good information that is easy to read and gives a great idea of how to achieve a the programming sequence and features to achieve the […]
Comment #3 Jad Masri
You can find the link to the blog post down below:
https://jadmasri.wordpress.com/2018/02/22/working-with-scrum/
Comment:
Its fascinating how different your Scrum planning worked for you, compared to my experiences.
This post gives a great, basic idea of what scrum is and how it has helped your group, but for me, the scrum effect did not really kick in until around the beginning of the Alpha week, and now it helps me more than ever. Therefore, it’s quite fascinating to read how you, as an […]
Comment #3 Jad Masri
You can find the link to the blog post down below:
https://jadmasri.wordpress.com/2018/02/22/working-with-scrum/
Comment:
Its fascinating how different your Scrum planning worked for you, compared to my experiences.
This post gives a great, basic idea of what scrum is and how it has helped your group, but for me, the scrum effect did not really kick in until around the beginning of the Alpha week, and now it helps me more than ever. Therefore, it’s quite fascinating to read how you, as an […]
Comment #2 Mattias Ramkvist
You can find the blog post below:
https://rasagameengine.wordpress.com/2018/02/08/5sd064-enemy-movement-visualization/comment-page-1/#comment-16
Hi Rasa,
It’s always fun to learn more about different movements that you kan program through Unity, and this seems to be an exciting and unique way to program an enemy that circles around the player. Outside of that, you are giving clear information on what you are working on in Unity. It is great that you know of Gizmo, as that is something that I have recently discovered as well, and it’s […]
Comment #2 Mattias Ramkvist
You can find the blog post below:
https://rasagameengine.wordpress.com/2018/02/08/5sd064-enemy-movement-visualization/comment-page-1/#comment-16
Hi Rasa,
It’s always fun to learn more about different movements that you kan program through Unity, and this seems to be an exciting and unique way to program an enemy that circles around the player. Outside of that, you are giving clear information on what you are working on in Unity. It is great that you know of Gizmo, as that is something that I have recently discovered as well, and it’s […]
Comment #1 Timothée Engel
The link to the post by Timothée Engel below:
https://thecodingspartan.wordpress.com/2018/02/08/2018-02-08-the-unity-animator-the-good-the-bad-and-the-ugly/
This is a very clear blogpost on the benefits of playtesting. I also very much enjoy that you explain that playtesting is positive if you let your ego down and enter it with an open mind. The post also explains very well the type of criticism that you guys received during your playtest, such as the movement of your main character and using one of your buttons as a spam, […]
Comment #1 Timothée Engel
The link to the post by Timothée Engel below:
https://thecodingspartan.wordpress.com/2018/02/08/2018-02-08-the-unity-animator-the-good-the-bad-and-the-ugly/
This is a very clear blogpost on the benefits of playtesting. I also very much enjoy that you explain that playtesting is positive if you let your ego down and enter it with an open mind. The post also explains very well the type of criticism that you guys received during your playtest, such as the movement of your main character and using one of your buttons as a spam, […]
Update on site
Hello and welcome to my resurrected blog, which is more of a portfolio then a blog. Once I have something worthy of posting I will try to keep it more updated then previously.
Update on site
Hello and welcome to my resurrected blog, which is more of a portfolio then a blog. Once I have something worthy of posting I will try to keep it more updated then previously.
End Result And What I’ve Learned From This Project
In this project I worked on both coding and sound design which I found really rewarding because it gave me more experience in both of the fields.
So what was the end result of the game? The end result became a shoot em up game with an art style inspired by the ancient Chinese and Japanese art style. This art style gave the game washed out colors, the saturation is almost completely gone. One of the soundtracks when the boss is […]
End Result And What I’ve Learned From This Project
In this project I worked on both coding and sound design which I found really rewarding because it gave me more experience in both of the fields.
So what was the end result of the game? The end result became a shoot em up game with an art style inspired by the ancient Chinese and Japanese art style. This art style gave the game washed out colors, the saturation is almost completely gone. One of the soundtracks when the boss is […]
Blog Post 6: Post Mortem Supplementation
End Result
Now that we are reaching the end of this course and that is also the final days of the project, where everything must be finished, cleaned up and preferably as little bugs as possible with no game breaking bugs. At the end of the course we had a play test to see what people thought of the game and the result was pretty surprising with most people thinking that the game was a 8/10. Personally I am not very […]
Blog Post 6: Post Mortem Supplementation
End Result
Now that we are reaching the end of this course and that is also the final days of the project, where everything must be finished, cleaned up and preferably as little bugs as possible with no game breaking bugs. At the end of the course we had a play test to see what people thought of the game and the result was pretty surprising with most people thinking that the game was a 8/10. Personally I am not very […]
Gamify your tea, gamify your dog, gamify your life
So, back to the topic of games.
Here is a fun try to solve one of the worlds pandemics for a design course: people who don’t talk (for what ever reason). Use their weakness – they occasionally need to drink. Use this wisely.
click Here for the manual
Gamify your tea, gamify your dog, gamify your life
So, back to the topic of games.
Here is a fun try to solve one of the worlds pandemics for a design course: people who don’t talk (for what ever reason). Use their weakness – they occasionally need to drink. Use this wisely.
click Here for the manual
Minutes to Mayhem
Minutes to Mayhem is a one versus four asymmetric multiplayer game where Mrs. Margaret Hatchet has to chase out the ghosts haunting her house. Wielding her hatchet her task is to axe the possessed furniture to death. But beware! She has to be careful not to destroy objects that aren’t possessed. She still needs a house to spend her final days in after all! Can you stay sane long enough as Margaret? Minutes to Mayhem is a one versus four asymmetric multiplayer game where Mrs. Margaret Hatchet has to chase out the ghosts haunting her house. Wielding her hatchet her task is to axe the possessed furniture to death. But beware! She has to be careful not to destroy objects that aren’t possessed. She still needs a house to spend her final days in after all! Can you stay sane long enough as Margaret?
<img src="http://game.speldesign.uu.se/wp-content/uploads/2018/3d-games/minutes-to-mayhem/ULF_0050-600×338.jpg" alt="Minutes to Mayhem on
Minutes to Mayhem
<img src="http://game.speldesign.uu.se/wp-content/uploads/2018/3d-games/minutes-to-mayhem/ULF_0050-600×338.jpg" alt="Minutes to Mayhem on
Game Design journal 6 – 2nd attempt
Mikael Ferroukhi
Date: 22/05/18
Throughout this entire course there has been quite a lot of work and emotions that I have been through with my team, and this come both from the excitement and the fear of producing our first game: will it be good enough? will it look like what we want it to? will it be fun???
All of these questions that can’t really be answered until the final moment when the game is released which make the pressure add up […]
Game Design journal 6 – 2nd attempt
Mikael Ferroukhi
Date: 22/05/18
Throughout this entire course there has been quite a lot of work and emotions that I have been through with my team, and this come both from the excitement and the fear of producing our first game: will it be good enough? will it look like what we want it to? will it be fun???
All of these questions that can’t really be answered until the final moment when the game is released which make the pressure add up […]
Post mortem (supplementary hand in)
After many weeks of development, our game is finally complete. It changed a whole lot from our starting concept.
Navisy: Creatures of the Deep is a top-down shooter where the player takes the role of a curious fisherman setting out in search for a mythological beast that lurks in the depths. The game has the player steering their fishing boat however they like across an endless sea searching for artifacts that eventually leads to a climactic boss fight, fending off enemy […]
Post mortem (supplementary hand in)
After many weeks of development, our game is finally complete. It changed a whole lot from our starting concept.
Navisy: Creatures of the Deep is a top-down shooter where the player takes the role of a curious fisherman setting out in search for a mythological beast that lurks in the depths. The game has the player steering their fishing boat however they like across an endless sea searching for artifacts that eventually leads to a climactic boss fight, fending off enemy […]