Author Archives: Jarl Philip Daniel Ahlberg
Blog 09-03-2017 Daniel Ahlberg 2
During this blog, i will be discussing why we picked the power up of the pinata, what power up does, and the design of each power up.
In the original concept of the game, the way for the player to be rewarded for his actions of transforming the enemies to his side was a gradual increment of the abilities of the unicorn. We decided to keep that idea for the final version of the game, with satan getting more and more […]
Blog 09-03-2017 Daniel Ahlberg 2
During this blog, i will be discussing why we picked the power up of the pinata, what power up does, and the design of each power up.
In the original concept of the game, the way for the player to be rewarded for his actions of transforming the enemies to his side was a gradual increment of the abilities of the unicorn. We decided to keep that idea for the final version of the game, with satan getting more and more […]
Blog 02-03-2017 Daniel Ahlberg Game Design 2
Hey folks reading this, Daniel the designer of team Pricolici here.
This blogpost i Will be explain the design behind the level of the game. If you read the second blog you know that i have already discussed the level of the game, but the first level that was designed for the alpha, and not for a complete game.
There are two rules for me creating an level for the game.
I can’t have the exact encounter twice, there have to […]
Blog 02-03-2017 Daniel Ahlberg Game Design 2
Hey folks reading this, Daniel the designer of team Pricolici here.
This blogpost i Will be explain the design behind the level of the game. If you read the second blog you know that i have already discussed the level of the game, but the first level that was designed for the alpha, and not for a complete game.
There are two rules for me creating an level for the game.
I can’t have the exact encounter twice, there have to […]
Blog 23-02-2017 Daniel Ahlberg Game Design 2
What type of enemies encounters are we going to have in our game?
In our new concept in our game we are going to have seven different enemies in the game represented by the seven deadly sins. That’s a lot of enemies and in hindsight, and all of the enemies must have some type of value to them, they can’t be just random.
So as the designer i decided that the enemies are going to be divided into three different categories. […]
Blog 23-02-2017 Daniel Ahlberg Game Design 2
What type of enemies encounters are we going to have in our game?
In our new concept in our game we are going to have seven different enemies in the game represented by the seven deadly sins. That’s a lot of enemies and in hindsight, and all of the enemies must have some type of value to them, they can’t be just random.
So as the designer i decided that the enemies are going to be divided into three different categories. […]
Blog 16-02-2017 Daniel Ahlberg Game Design 2
What i have been doing and testing the levels for the alpha build.
The first thing i did was to divide the level into three parts, where each part introduces the new enemies for the player. There are three enemies that we are going to use in level, all introduced through three parts. This way the player can see the new enemies and get an idea of their behaviors and how they react and work together with other enemies. All of […]
Blog 16-02-2017 Daniel Ahlberg Game Design 2
What i have been doing and testing the levels for the alpha build.
The first thing i did was to divide the level into three parts, where each part introduces the new enemies for the player. There are three enemies that we are going to use in level, all introduced through three parts. This way the player can see the new enemies and get an idea of their behaviors and how they react and work together with other enemies. All of […]
Blog 09-02-2017 Daniel Ahlberg Game Design 2
This week, one of my tasks was to make some basic GUI for the game. I have done some GUI before so i felt confident that i could do it for the game.
what i made was a basic start screen scene which included two empty game objects, one which was for the start screen canvas and one which was for tutorial canvas.
The start screen canvas, have two functions and buttons, either press space to continue or press escape […]
Blog 09-02-2017 Daniel Ahlberg Game Design 2
This week, one of my tasks was to make some basic GUI for the game. I have done some GUI before so i felt confident that i could do it for the game.
what i made was a basic start screen scene which included two empty game objects, one which was for the start screen canvas and one which was for tutorial canvas.
The start screen canvas, have two functions and buttons, either press space to continue or press escape […]