Author Archives: André Tingvall
Additions to the GUI
As the deadline is closing in we are mostly just finalizing things and adding the remaining missing assets to the game. All the features have been implemented as the most time consuming tasks have been completed. For the most part the UI needs to be worked on to comply with more recent design changes.
Since the player has 10 points of health the healthbar needed an additional asset to better represent the amount of health the player has. We could just […]
Additions to the GUI
As the deadline is closing in we are mostly just finalizing things and adding the remaining missing assets to the game. All the features have been implemented as the most time consuming tasks have been completed. For the most part the UI needs to be worked on to comply with more recent design changes.
Since the player has 10 points of health the healthbar needed an additional asset to better represent the amount of health the player has. We could just […]
Now you’re thinking with portals!
This week I’ve been working on various things, and most of it has been animations (with some GUI tweaks/additions). While animation by itself is interesting topic, it’s probably less interesting to read about how I applied the 12 principles of animation for our characters. An animated portal on the other hand is a bit different, due to the variety and expectations of motion they present. For out game we want a portal for the character to exit through after the […]
Now you’re thinking with portals!
This week I’ve been working on various things, and most of it has been animations (with some GUI tweaks/additions). While animation by itself is interesting topic, it’s probably less interesting to read about how I applied the 12 principles of animation for our characters. An animated portal on the other hand is a bit different, due to the variety and expectations of motion they present. For out game we want a portal for the character to exit through after the […]
Designing an interesting HUD
The HUD (Heads-Up-Display) is an important element of any game. It serves to relay information, not seen inside the game world, to the player as a visble element inbetween the two. They come in various forms depending on what it is the HUD needs to display. I had already established what the parade bar is supposed to look like from before. However, I wasn’t how it looked in the first iteration. It was too stiff, the colours had no harmony […]
Designing an interesting HUD
The HUD (Heads-Up-Display) is an important element of any game. It serves to relay information, not seen inside the game world, to the player as a visble element inbetween the two. They come in various forms depending on what it is the HUD needs to display. I had already established what the parade bar is supposed to look like from before. However, I wasn’t how it looked in the first iteration. It was too stiff, the colours had no harmony […]
Backgrounds and parallax
During this last week I’ve been mostly working on the background and its related components. At first I had to make a single static image to be panned across the screen as an initial version of the background. This was done to avoid presenting a blank background last week which would have made the game look more unfinished than it was. However, I didn’t make that version without any thought put into it. It was done in photoshop (like all […]
Backgrounds and parallax
During this last week I’ve been mostly working on the background and its related components. At first I had to make a single static image to be panned across the screen as an initial version of the background. This was done to avoid presenting a blank background last week which would have made the game look more unfinished than it was. However, I didn’t make that version without any thought put into it. It was done in photoshop (like all […]
The Day of the Dead
We are currently working on a game based on a game design concept made by another group in the course Speldesign 2 – spelutveckling, 7.5 hp. The game is a bullet hell based on a “parade mechanic” which makes the enemies follow the player once they have lost their health. The original concept has been modified to better focus on the targeted audience.
Among the many assets the game needs the “Parade bar” is one of the more important ones. While […]
The Day of the Dead
We are currently working on a game based on a game design concept made by another group in the course Speldesign 2 – spelutveckling, 7.5 hp. The game is a bullet hell based on a “parade mechanic” which makes the enemies follow the player once they have lost their health. The original concept has been modified to better focus on the targeted audience.
Among the many assets the game needs the “Parade bar” is one of the more important ones. While […]