Author Archives: Emilia Daniels

About Emilia Daniels

2016 Game Design

Designing the weapons and the thoughts behind them

For this week’s blog post, I will discuss the weapons in our game and how we’ve designed them, some discussions about them that we’ve had before and what we are planning on implementing.
We have for different kinds of weapons implemented in the game, and they all have different functionalities and they all look visually different. This was important to me because I want the player to be able to separate the weapons easily whilst playing.
The weapons we have are a […]

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Program: Game Design

Designing the weapons and the thoughts behind them

For this week’s blog post, I will discuss the weapons in our game and how we’ve designed them, some discussions about them that we’ve had before and what we are planning on implementing.
We have for different kinds of weapons implemented in the game, and they all have different functionalities and they all look visually different. This was important to me because I want the player to be able to separate the weapons easily whilst playing.
The weapons we have are a […]

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Program: Game Design

Designing and creating the menus.

This week I’ve focused a lot on the menu we want for our game. We do have a menu in our current game already but it is very basic and you can only press the “start” button.
We hadn’t really discussed what we wanted the menu to look like, or even what buttons we thought were necessary. We wanted the basic choices such as “start”, “exit” and “options”, but we talked about adding other choices as well.
We also had to decide […]

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Program: Game Design

Designing and creating the menus.

This week I’ve focused a lot on the menu we want for our game. We do have a menu in our current game already but it is very basic and you can only press the “start” button.
We hadn’t really discussed what we wanted the menu to look like, or even what buttons we thought were necessary. We wanted the basic choices such as “start”, “exit” and “options”, but we talked about adding other choices as well.
We also had to decide […]

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Program: Game Design

The current level design and how we introduce the narrative

This week I’ve mostly focused on level design, which hasn’t been implemented in the game yet in any form so I will mostly discuss the current level design. Several weeks ago we settled on a basic wave system that increased the spawn rate of the enemies in the level. I wanted to do this because even though it wasn’t anything permanent or perfect, I felt that it was important for the player to get used to shooting and moving around […]

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Program: Game Design

The current level design and how we introduce the narrative

This week I’ve mostly focused on level design, which hasn’t been implemented in the game yet in any form so I will mostly discuss the current level design. Several weeks ago we settled on a basic wave system that increased the spawn rate of the enemies in the level. I wanted to do this because even though it wasn’t anything permanent or perfect, I felt that it was important for the player to get used to shooting and moving around […]

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Program: Game Design

Squid

This week I’ll discuss one of our enemies and why we thought it was necessary to implement it.
We already had 3 different kinds of enemies and all of them had their own attack, but we felt that the game lacked an enemy that shot a projectile of some sort.
We agreed upon a squid that shoots out ink once it has reached a hitbox around Stephen the fish. The squid will not try to target Stephen specifically but will attack once […]

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Program: Game Design

Squid

This week I’ll discuss one of our enemies and why we thought it was necessary to implement it.
We already had 3 different kinds of enemies and all of them had their own attack, but we felt that the game lacked an enemy that shot a projectile of some sort.
We agreed upon a squid that shoots out ink once it has reached a hitbox around Stephen the fish. The squid will not try to target Stephen specifically but will attack once […]

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Program: Game Design

The Current GUI

The concept document for SelFish had no planned or explained GUI, so my team and I had to come up with an idea of our own. We discussed our target audience and what they thought would be appealing and decided to have a game based on high-score, though we thought that basing it only on high-score alone would be a bit dull. To solve this, we came up with a high-score system that affects the power-up, which we decided to […]

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Program: Game Design

The Current GUI

The concept document for SelFish had no planned or explained GUI, so my team and I had to come up with an idea of our own. We discussed our target audience and what they thought would be appealing and decided to have a game based on high-score, though we thought that basing it only on high-score alone would be a bit dull. To solve this, we came up with a high-score system that affects the power-up, which we decided to […]

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Program: Game Design