Author Archives: Christian Bång
Player damage-feedback
One artifact that I have been working on this week is “player damage”. If a player gets hit by an enemy in the game, there needs to be feedback so that they know they got hurt and have to move away.
In our current version of the game, the feedback is very simple. When an enemy collides with the player, we turn the player sprite red for av brief moment, then back to the original color again.
Previous implementation of the player taking damage. We […]
Player damage-feedback
One artifact that I have been working on this week is “player damage”. If a player gets hit by an enemy in the game, there needs to be feedback so that they know they got hurt and have to move away.
In our current version of the game, the feedback is very simple. When an enemy collides with the player, we turn the player sprite red for av brief moment, then back to the original color again.
Previous implementation of the player taking damage. We […]
Responding to playtest feedback
This week started with a playtesting session. I was prepared to skip it since we did not have a lot of new stuff to playtest. The group, however, insisted that we attend it anyway, and so we did. From the previous playtesting session the only major thing we had was a new control scheme, though admittedly, we did get some valuable feedback on that.
The new control scheme (that we had changed from previous playtest session) was that instead of the […]
Responding to playtest feedback
This week started with a playtesting session. I was prepared to skip it since we did not have a lot of new stuff to playtest. The group, however, insisted that we attend it anyway, and so we did. From the previous playtesting session the only major thing we had was a new control scheme, though admittedly, we did get some valuable feedback on that.
The new control scheme (that we had changed from previous playtest session) was that instead of the […]
The need for structure
The group dynamic in Team Valravn is rather complicated. While we, on paper, have all the “expertise areas” covered, we are not able to utilize our roles very well. One core issue I feel is that our project manager have not had much time to dedicate to the group. We did not think that it would be an issue, but I think that the lack of proper management staff has become a real issue now. The group is most of the […]
The need for structure
The group dynamic in Team Valravn is rather complicated. While we, on paper, have all the “expertise areas” covered, we are not able to utilize our roles very well. One core issue I feel is that our project manager have not had much time to dedicate to the group. We did not think that it would be an issue, but I think that the lack of proper management staff has become a real issue now. The group is most of the […]
Puzzles
Basing off what I said in my previous blogpost, not having the player spamming a projectile to see has given us a breath of fresh air to the project. We now have a plan for what we want the game to be, which in turn has led to a lot of great design discussions with positive outcomes.
Our gameplay design has now turned into one where the player is traversing a large environment, which is divided into rooms. The rooms are […]
Puzzles
Basing off what I said in my previous blogpost, not having the player spamming a projectile to see has given us a breath of fresh air to the project. We now have a plan for what we want the game to be, which in turn has led to a lot of great design discussions with positive outcomes.
Our gameplay design has now turned into one where the player is traversing a large environment, which is divided into rooms. The rooms are […]
Concept interpretation, lighting and finding the fun
One of the main unique selling points in the original concept document is that the player character is blind and has to shoot a sonar wave projectile in order to navigate the environment. The group thought the game pitch sounded very interesting and fun to make, but personally I was very skeptical. Being presented a pitch black environment and the having to shoot projectiles in order to see anything sounded like something that while it could be neat at first, the novelty of […]
Concept interpretation, lighting and finding the fun
One of the main unique selling points in the original concept document is that the player character is blind and has to shoot a sonar wave projectile in order to navigate the environment. The group thought the game pitch sounded very interesting and fun to make, but personally I was very skeptical. Being presented a pitch black environment and the having to shoot projectiles in order to see anything sounded like something that while it could be neat at first, the novelty of […]
First blog post
This is your very first post. Click the Edit link to modify or delete it, or start a new post. If you like, use this post to tell readers why you started this blog and what you plan to do with it.
First blog post
This is your very first post. Click the Edit link to modify or delete it, or start a new post. If you like, use this post to tell readers why you started this blog and what you plan to do with it.