Author Archives: Axel Halén
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 […]
How has playtesting affected/improved our game?
What have we iterated using playtesting?
We used our first playtesting to inform us of things that we might not have thought of, rather than things that we already knew did not work or needed more development.
One of the questions that we had asked the playtesters was:What was your least favourite moment or interaction?And these were some of the answers:
Sometimes the controls felt a bit unresponsive
No indication of being hit, too easy to beat
Being overwhelmed by enemies that you can’t really […]
How has playtesting affected/improved our game?
What have we iterated using playtesting?
We used our first playtesting to inform us of things that we might not have thought of, rather than things that we already knew did not work or needed more development.
One of the questions that we had asked the playtesters was:What was your least favourite moment or interaction?And these were some of the answers:
Sometimes the controls felt a bit unresponsive
No indication of being hit, too easy to beat
Being overwhelmed by enemies that you can’t really […]
Designing A Difficult Enemy In Aetherial
I Will Blog A Bit About What We Call The Sky-Ray
What was the idea?
The idea behind the Sky-Ray was an interpretation of what we thought was a hard enemy in the concept document.
And we wanted to create something that would be a bit more difficult than our two enemies that i have mentioned in my previous blog posts.
We wanted to have a menacing enemy that would really convey a big threat, and what we discussed about […]
Designing A Difficult Enemy In Aetherial
I Will Blog A Bit About What We Call The Sky-Ray
What was the idea?
The idea behind the Sky-Ray was an interpretation of what we thought was a hard enemy in the concept document.
And we wanted to create something that would be a bit more difficult than our two enemies that i have mentioned in my previous blog posts.
We wanted to have a menacing enemy that would really convey a big threat, and what we discussed about […]
SCRUM, What is it? How did we do?
What is the process?
Scrum is the iterative process of software or developing projects.A backlog of all the items that need to be developed is created at first (although it can always be changed).
After that the sprint planning comes after and can be up to a month but usually a shorter period.Within the sprint planning you need to make sure you know what will be done and by who, also if there is some risk to the item(s) and a Quality […]
SCRUM, What is it? How did we do?
What is the process?
Scrum is the iterative process of software or developing projects.A backlog of all the items that need to be developed is created at first (although it can always be changed).
After that the sprint planning comes after and can be up to a month but usually a shorter period.Within the sprint planning you need to make sure you know what will be done and by who, also if there is some risk to the item(s) and a Quality […]
Creating A Relatively Easy Enemy From A Mechanical/Dynamic/Aesthetic View
Today I will blog a bit about what we are calling The Pufferfish
How did we design a relatively easy enemy?
This is The Pufferfish, it is supposed to be one of the easiest enemies in the game. We wanted to create an original enemy as opposed to what was written in the original concept document.We chose to do this because we felt that the original design lacked a sense of mechanics, or rather too complicated mechanics. But also […]
Creating A Relatively Easy Enemy From A Mechanical/Dynamic/Aesthetic View
Today I will blog a bit about what we are calling The Pufferfish
How did we design a relatively easy enemy?
This is The Pufferfish, it is supposed to be one of the easiest enemies in the game. We wanted to create an original enemy as opposed to what was written in the original concept document.We chose to do this because we felt that the original design lacked a sense of mechanics, or rather too complicated mechanics. But also […]
Designing an easy enemy from a Aesthetical/Mechanical/Dynamical View
I am going to be blogging a bit about this menacing monster called Sky Glaucus ( Although the fact is, it is rather harmless)
How did we design an easy enemy, and why?
The Sky Glaucus will be the very first enemy you face in the game.
It will be one of the easiest enemies to face in our game.
What we had to be very careful about when creating this enemy was to not make it seem […]
Designing an easy enemy from a Aesthetical/Mechanical/Dynamical View
I am going to be blogging a bit about this menacing monster called Sky Glaucus ( Although the fact is, it is rather harmless)
How did we design an easy enemy, and why?
The Sky Glaucus will be the very first enemy you face in the game.
It will be one of the easiest enemies to face in our game.
What we had to be very careful about when creating this enemy was to not make it seem […]