Author Archives: André Bengtsson
Week 7
Hi, this post is a little bit late.
During week six a lot of small fixes was made, for example:
Made the sawblade more visible in the sawmill
added rope to the elevator, so no more floaty elevator
Tiled the cookie that casts the shadows in the jungle
Set up different cameras and lighting for the jungle and island
Also I made the trailer, which took up a lot of my time.
Week 7
Hi, this post is a little bit late.
During week six a lot of small fixes was made, for example:
Made the sawblade more visible in the sawmill
added rope to the elevator, so no more floaty elevator
Tiled the cookie that casts the shadows in the jungle
Set up different cameras and lighting for the jungle and island
Also I made the trailer, which took up a lot of my time.
BGP week 6
Heyo, week 6 is over and stuff is coming together. The game is becoming more and more playable each day, which is fun. This week has been a little chaotic as we have been working to get the game ready for the playtesting which took place yesterday (friday). We also had a deadline yesterday to submit screenshots and the logo for our game. Logo below!
And here are some of the screenshots!
Chopping some Stone and Bear
Looking out for beetles!
Changing gear!
Killing a […]
BGP week 6
Heyo, week 6 is over and stuff is coming together. The game is becoming more and more playable each day, which is fun. This week has been a little chaotic as we have been working to get the game ready for the playtesting which took place yesterday (friday). We also had a deadline yesterday to submit screenshots and the logo for our game. Logo below!
And here are some of the screenshots!
Chopping some Stone and Bear
Looking out for beetles!
Changing gear!
Killing a […]
BGP Week 5
Week five has passed and a lot has been done. These are some of the things I have done:
Update Iron and Stone models
Made the thing that holds the elevator on the island
New ground grass texture
Made two landmarks for the jungle
Set up 3 light presets for our day and night cycle
Plus some smaller stuff
Here are some pictures
BGP Week 5
Week five has passed and a lot has been done. These are some of the things I have done:
Update Iron and Stone models
Made the thing that holds the elevator on the island
New ground grass texture
Made two landmarks for the jungle
Set up 3 light presets for our day and night cycle
Plus some smaller stuff
Here are some pictures
BGP week 4
This week was a little bit chaotic. Early this week we realized we had to shift focus. So about one and a half day went to trying to figure out what our game was. What came out was that we wanted to put more focus on things to do on the island instead of in the jungle.
I have mostly been making buildings for the player to construct. But I also made a shader allowing us to randomize the shirt color of […]
BGP week 4
This week was a little bit chaotic. Early this week we realized we had to shift focus. So about one and a half day went to trying to figure out what our game was. What came out was that we wanted to put more focus on things to do on the island instead of in the jungle.
I have mostly been making buildings for the player to construct. But I also made a shader allowing us to randomize the shirt color of […]
BGP – Week 3
This week we have been focusing mainly on getting our coor loop to be playable (in a prototypy way). The core loop consists of going down to the surface, gathering some stuff like wood, stone and food, going back up and building and upgrading your villagers… I hope I got that right… Well anyway, this week I’ve been doing some various tasks.
Below you can see our settlers wearing some armor and backpacks. When you are about to go down to […]
BGP – Week 3
This week we have been focusing mainly on getting our coor loop to be playable (in a prototypy way). The core loop consists of going down to the surface, gathering some stuff like wood, stone and food, going back up and building and upgrading your villagers… I hope I got that right… Well anyway, this week I’ve been doing some various tasks.
Below you can see our settlers wearing some armor and backpacks. When you are about to go down to […]
BGP week 2
Alright, week 2. This week I mostly focused on the jungle. I made vegetation assets like bamboo, grass and trees and some rocks that the player can pick. Most of these assets will probably be improved upon at some point but at the moment we just want to get as much props as possible to test the game. I also started creating the elevator the villagers use to travel between the jungle and the floating islands.
BGP week 2
Alright, week 2. This week I mostly focused on the jungle. I made vegetation assets like bamboo, grass and trees and some rocks that the player can pick. Most of these assets will probably be improved upon at some point but at the moment we just want to get as much props as possible to test the game. I also started creating the elevator the villagers use to travel between the jungle and the floating islands.
Big Game Project – Week 1
This post is a little late is we are soon starting week 3 but I’ll take it from the start. The first week we mostly talked about the game, trying to further define the concept.
So, our game is a top down(viewed from an angle, like WC3 or Diablo) strategi game mixed with the survival genre. It is a single player game, where you manage your village up on floating islands. The people of the planet bellow moved up to these […]
Big Game Project – Week 1
This post is a little late is we are soon starting week 3 but I’ll take it from the start. The first week we mostly talked about the game, trying to further define the concept.
So, our game is a top down(viewed from an angle, like WC3 or Diablo) strategi game mixed with the survival genre. It is a single player game, where you manage your village up on floating islands. The people of the planet bellow moved up to these […]
New lava monster
This is the week of our crunch. Next week I plan to dedicate to writing reports and maybe doing some small tweaks on the game. We have made some changes to our gameplay since the property system was not clear enough. Before we had four types of enemies and four types of items and that lead to some confusion. It was clear to most people that ice dealt more damages towards fire and vice versa but the connection between dead […]
New lava monster
This is the week of our crunch. Next week I plan to dedicate to writing reports and maybe doing some small tweaks on the game. We have made some changes to our gameplay since the property system was not clear enough. Before we had four types of enemies and four types of items and that lead to some confusion. It was clear to most people that ice dealt more damages towards fire and vice versa but the connection between dead […]
Frozen ocean
This week we have once again rushed towards the beta presentation to try to get as much stuff as possible into the game. Last Monday we had play testing and as before it is still not clear which items do more damage to certain monster types. This is our biggest problem at the moment and we have not yet found a good solution, therefore I hope to get back to this in a later post. In this one I will […]
Frozen ocean
This week we have once again rushed towards the beta presentation to try to get as much stuff as possible into the game. Last Monday we had play testing and as before it is still not clear which items do more damage to certain monster types. This is our biggest problem at the moment and we have not yet found a good solution, therefore I hope to get back to this in a later post. In this one I will […]
Monster animations
It is starting to get close to the Beta and that is therefore what we have decided to focus on this week. The programmers are focusing on implementing power ups, sounds and the wave system. The artists are working hard to get the graphical parts ready to complement the programming. My part in this is to create an alternate background to represent the freeze power up and making some animations for the enemies. In this post I will focus on […]
Monster animations
It is starting to get close to the Beta and that is therefore what we have decided to focus on this week. The programmers are focusing on implementing power ups, sounds and the wave system. The artists are working hard to get the graphical parts ready to complement the programming. My part in this is to create an alternate background to represent the freeze power up and making some animations for the enemies. In this post I will focus on […]
Redesigning the wizard
This week’s priority has been redesigning the wizard, the playable character of our game. The wizards job is to spawn items and throw them at the monsters in order to keep them away from the beach visitors. We already had a wizard with almost finished animations done for the game but there were some problems.
Our game have had some issues with the perspective. When I first did the mockup of the game screen in Photoshop it looked quite good. But […]
Redesigning the wizard
This week’s priority has been redesigning the wizard, the playable character of our game. The wizards job is to spawn items and throw them at the monsters in order to keep them away from the beach visitors. We already had a wizard with almost finished animations done for the game but there were some problems.
Our game have had some issues with the perspective. When I first did the mockup of the game screen in Photoshop it looked quite good. But […]
Monsters
This week I have mainly worked on the enemies of our game, the sea monsters. Up until now we have used the same sprite for all the monsters, but with different colored overlay. As I mentioned in my previous post, our monsters have weaknesses to different type of item properties. The items possess either one of these properties; hot, cold, dead or alive. And the monsters are ice, lava, undead and holy. We felt that we wanted to make the […]
Monsters
This week I have mainly worked on the enemies of our game, the sea monsters. Up until now we have used the same sprite for all the monsters, but with different colored overlay. As I mentioned in my previous post, our monsters have weaknesses to different type of item properties. The items possess either one of these properties; hot, cold, dead or alive. And the monsters are ice, lava, undead and holy. We felt that we wanted to make the […]