Author Archives: Fredrik Henriksen Lövlie

About Fredrik Henriksen Lövlie

2017 Programming

Comment Week 6 (Amanda Cohen)

https://amandacohen58776528.wordpress.com/2018/03/20/blog-post-6-post-mortem/comment-page-1/#comment-14
:
”Hello Amanda!
Your friendly neighborhood programmer peeking in. First off: I want to say, great post. You explained very well why you think that your game turned out great and since I also played your game I would have to agree with you, it was great! I can see why you say that you had great management in your game so that you could focus more on polishing, it made your game very stable and reliable which a notable […]

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Program: Programming

Comment Week 6 (Amanda Cohen)

https://amandacohen58776528.wordpress.com/2018/03/20/blog-post-6-post-mortem/comment-page-1/#comment-14
:
”Hello Amanda!
Your friendly neighborhood programmer peeking in. First off: I want to say, great post. You explained very well why you think that your game turned out great and since I also played your game I would have to agree with you, it was great! I can see why you say that you had great management in your game so that you could focus more on polishing, it made your game very stable and reliable which a notable […]

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Program: Programming

Post Mortem Shoot ‘em Up

Greetings once again!
This week I will discuss the overall result of the 10 weeks of production that went into our Shoot ‘em Up game ”Beelonging”. My role in the project was Lead Programmer.

The game was a ”Side-Scrolling” shooter in which you played as a Bee and was hindered on your way to the beehive by enemies such as Flies, Spiders, Wasps, and Dragonflies. The game included a scoring system and a power-up mechanic in the form of a formation as […]

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Program: Programming

Post Mortem Shoot ‘em Up

Greetings once again!
This week I will discuss the overall result of the 10 weeks of production that went into our Shoot ‘em Up game ”Beelonging”. My role in the project was Lead Programmer.

The game was a ”Side-Scrolling” shooter in which you played as a Bee and was hindered on your way to the beehive by enemies such as Flies, Spiders, Wasps, and Dragonflies. The game included a scoring system and a power-up mechanic in the form of a formation as […]

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Program: Programming

Comment Week 5 (Oscar Vines)

https://oscargamegotlandblog.wordpress.com/2018/03/08/08-03-2018/comment-page-1/#comment-8
:
”Hello Oscar, Fredrik here.
 
Your post was very interesting, and I can relate to not wanting to reiterate the importance of playtesting as I also talked about it in a previous week. I can also agree that having fresh eyes can really help the improvement of the game. As you mentioned, even if there’s a part of the game that you as the developer think is really cool, in the end It doesn’t mean anything unless the player feels […]

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Program: Programming

Comment Week 5 (Oscar Vines)

https://oscargamegotlandblog.wordpress.com/2018/03/08/08-03-2018/comment-page-1/#comment-8
:
”Hello Oscar, Fredrik here.
 
Your post was very interesting, and I can relate to not wanting to reiterate the importance of playtesting as I also talked about it in a previous week. I can also agree that having fresh eyes can really help the improvement of the game. As you mentioned, even if there’s a part of the game that you as the developer think is really cool, in the end It doesn’t mean anything unless the player feels […]

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Program: Programming

The Importance of Playtesting

Hello once again!
Fredrik here and today I will talk about the importance of good playtesting. It’s something that has been said again and again but the real significance isn’t really felt until it’s tried. It’s just one of those things that you have to experience for yourself. As for our game, we have gotten a lot of very good feedback from both of the playtests that we held, some of those things that related a lot to my work were […]

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Program: Programming

The Importance of Playtesting

Hello once again!
Fredrik here and today I will talk about the importance of good playtesting. It’s something that has been said again and again but the real significance isn’t really felt until it’s tried. It’s just one of those things that you have to experience for yourself. As for our game, we have gotten a lot of very good feedback from both of the playtests that we held, some of those things that related a lot to my work were […]

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Program: Programming

Comment Week 4 (Kaijun Wang)

https://kaijunqilin.wordpress.com/2018/03/01/add-a-new-enemy-type-shooting-enemy/comment-page-1/#comment-8
:
”Hello Kaijun,
Your blog-post was quite interesting as you showcased a lot of different aspects of the latest enemy in your game. Some of these aspects that were interesting to me were for instance, how you spawned the enemy and that you had several different spawn points that were randomized, how you designed the enemy to stop firing after it reached the other side of the player and the reason behind those aspects. In addition to this, I think […]

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Program: Programming

Comment Week 4 (Kaijun Wang)

https://kaijunqilin.wordpress.com/2018/03/01/add-a-new-enemy-type-shooting-enemy/comment-page-1/#comment-8
:
”Hello Kaijun,
Your blog-post was quite interesting as you showcased a lot of different aspects of the latest enemy in your game. Some of these aspects that were interesting to me were for instance, how you spawned the enemy and that you had several different spawn points that were randomized, how you designed the enemy to stop firing after it reached the other side of the player and the reason behind those aspects. In addition to this, I think […]

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Program: Programming

Smoke and Mirrors

Welcome back!
Fredrik here again, and this time I will bring you a peek into the design process of the AI in my game. As the title suggests, AI is usually not what you’d think when you experience it as the player. For instance, in our game, we struggled a lot with the AI even though it’s part of the core mechanics of the game. The AI is supposed to be what achieves the aesthetic of belonging in our game. You […]

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Program: Programming

Smoke and Mirrors

Welcome back!
Fredrik here again, and this time I will bring you a peek into the design process of the AI in my game. As the title suggests, AI is usually not what you’d think when you experience it as the player. For instance, in our game, we struggled a lot with the AI even though it’s part of the core mechanics of the game. The AI is supposed to be what achieves the aesthetic of belonging in our game. You […]

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Program: Programming

Comment Week 3 (Natasha Bianca Mangan)

https://programminggamesafunworkload.wordpress.com/2018/02/22/the-effects-of-scrum-on-my-games-development/comment-page-1/#comment-5
:
”Wasup Tashie! Fredrik here,
Your post was very interesting and I could really relate the what you said about how it’s easy to get distracted as a programmer and never completely finishing assets. I am however a bit jealous of having an excellent memory to offset that. That would be so nice to have but sadly it’s not the case for poor old me.
I’m not sure that groups normally should have two Project Managers, but that might just have […]

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Program: Programming

Comment Week 3 (Natasha Bianca Mangan)

https://programminggamesafunworkload.wordpress.com/2018/02/22/the-effects-of-scrum-on-my-games-development/comment-page-1/#comment-5
:
”Wasup Tashie! Fredrik here,
Your post was very interesting and I could really relate the what you said about how it’s easy to get distracted as a programmer and never completely finishing assets. I am however a bit jealous of having an excellent memory to offset that. That would be so nice to have but sadly it’s not the case for poor old me.
I’m not sure that groups normally should have two Project Managers, but that might just have […]

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Program: Programming

Comment Week 2 (Kentaro Hayashida)

 
https://ouroboroshamtaro.wordpress.com/2018/02/15/water-like-no-other/
:
”Hey Kentaro!
Fredrik Here,
Very Impressive work. The game looks absolutely astonishing. It looks something that I’d expect from a released title, not from the first game project from school. Very well explained as well, especially how you allow the reader to follow your process as you went through the different iterations and encountered different problems. I also enjoyed the very nice usage of GIFs so the game could be appreciated in its full glory. The thing that matters most […]

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Program: Programming

Comment Week 2 (Kentaro Hayashida)

 
https://ouroboroshamtaro.wordpress.com/2018/02/15/water-like-no-other/
:
”Hey Kentaro!
Fredrik Here,
Very Impressive work. The game looks absolutely astonishing. It looks something that I’d expect from a released title, not from the first game project from school. Very well explained as well, especially how you allow the reader to follow your process as you went through the different iterations and encountered different problems. I also enjoyed the very nice usage of GIFs so the game could be appreciated in its full glory. The thing that matters most […]

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Program: Programming

Agile Programming

Welcome back honored blog-reader,
Fredrik here again, and today I will discuss Scrum and how it has affected my personal workflow throughout this project. First off I would like to talk about the bad parts. For instance, the fact that there are now multiple additional obstacles in the way of me sitting down and actually coding. Which as a fairly lazy person is definitely a huge problem. Not only do I have to make a new task within HacknPlan (the Kanban […]

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Program: Programming

Agile Programming

Welcome back honored blog-reader,
Fredrik here again, and today I will discuss Scrum and how it has affected my personal workflow throughout this project. First off I would like to talk about the bad parts. For instance, the fact that there are now multiple additional obstacles in the way of me sitting down and actually coding. Which as a fairly lazy person is definitely a huge problem. Not only do I have to make a new task within HacknPlan (the Kanban […]

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Program: Programming

Flight of the Bees

Hello again!
Fredrik here again and this week I have mostly worked on how to make the movement in our game feel better. This is because, based on the feedback we got from the alpha testing, we decided during a sprint planning meeting that the current movement we had was very lackluster. From the testers we had some people saying that our player could have been anything else and it would still have made as much sense as a bee from […]

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Program: Programming

Flight of the Bees

Hello again!
Fredrik here again and this week I have mostly worked on how to make the movement in our game feel better. This is because, based on the feedback we got from the alpha testing, we decided during a sprint planning meeting that the current movement we had was very lackluster. From the testers we had some people saying that our player could have been anything else and it would still have made as much sense as a bee from […]

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Program: Programming

Spawning Errors

Hello there!
My name is Fredrik Henriksen Lövlie and I am studying Programming and Game Design at Uppsala University, Campus Gotland. During our current course (Game Design 2: Game Development) we are required to write weekly blog posts about our design process and the progress of our 2D Shooter project. The game we decided to make is called Beelonging and is designed to evoke the feeling of belonging to a group.
This week I worked on changing the way our enemy spawner worked, […]

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Program: Programming

Spawning Errors

Hello there!
My name is Fredrik Henriksen Lövlie and I am studying Programming and Game Design at Uppsala University, Campus Gotland. During our current course (Game Design 2: Game Development) we are required to write weekly blog posts about our design process and the progress of our 2D Shooter project. The game we decided to make is called Beelonging and is designed to evoke the feeling of belonging to a group.
This week I worked on changing the way our enemy spawner worked, […]

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Program: Programming