Author Archives: Gabriel Andreas Ringmar
The beggining of the end
This is my fifth blog post, the first one some days after the presentation of the beta. Since the game passed the beta state and is now moving towards the finish line, the implementation of new features is not possible, so I spend most of the time fixing bugs and balancing the game. In this blog I won’t talk about something specific but mostly of the before and after the beta.
After the beta playtest, we immediately started working, with the […]
The beggining of the end
This is my fifth blog post, the first one some days after the presentation of the beta. Since the game passed the beta state and is now moving towards the finish line, the implementation of new features is not possible, so I spend most of the time fixing bugs and balancing the game. In this blog I won’t talk about something specific but mostly of the before and after the beta.
After the beta playtest, we immediately started working, with the […]
Where am I?
Hi, this is my fourth blog post, in which I’ll be mostly talking about fixes that we are working on, provided by the beta playtesters feedback. I’ll focus mainly on the teleport, a game mechanic in our game that allows the player to move to a certain position.
At first, the teleport that we had in our game was very simple, the player pressed the right mouse button and main character gillis would instantly move to that position. Since the camera […]
Where am I?
Hi, this is my fourth blog post, in which I’ll be mostly talking about fixes that we are working on, provided by the beta playtesters feedback. I’ll focus mainly on the teleport, a game mechanic in our game that allows the player to move to a certain position.
At first, the teleport that we had in our game was very simple, the player pressed the right mouse button and main character gillis would instantly move to that position. Since the camera […]
The matter of life
Hi, this is my third blog post, in which I’ll be talking about in-game feedback, more specifically, the collision feedback when the player gets hit by an entity that harms the player.
One of the reasons that made me work on this for the beta was all the feedback from everyone that play-tested the game during the alpha playtesting. The playtesters pointed out that there was no way to tell if they were getting hit by something, the health decreased but […]
The matter of life
Hi, this is my third blog post, in which I’ll be talking about in-game feedback, more specifically, the collision feedback when the player gets hit by an entity that harms the player.
One of the reasons that made me work on this for the beta was all the feedback from everyone that play-tested the game during the alpha playtesting. The playtesters pointed out that there was no way to tell if they were getting hit by something, the health decreased but […]
Our enemies
Hi, this is one my second blog post, the first one after the alpha presentation and playtesting. I’m gonna talk about one of our base mechanics, the enemies.
In the concept that we are currently working on (Burn witch burn) the main character gets chased by the “mob” an unkillable horde of angry farmers that hunts yo through out the first level. While trying to run away from this unkillable mob, the player will encounter other obstacles and enemies. This enemies […]
Our enemies
Hi, this is one my second blog post, the first one after the alpha presentation and playtesting. I’m gonna talk about one of our base mechanics, the enemies.
In the concept that we are currently working on (Burn witch burn) the main character gets chased by the “mob” an unkillable horde of angry farmers that hunts yo through out the first level. While trying to run away from this unkillable mob, the player will encounter other obstacles and enemies. This enemies […]
The first Blog
Hi! I’m Gabriel Ringmar, Lead coder of Team Nazgul and I’ll be discusing some issues I got when Implementing the movement for the main character in our game that is now in development, Burn Witch Burn.
“gilli animation”
In Burn witch burn you play as the main character Gilli a fire witch the flies on her broom. This was my first time […]
The first Blog
Hi! I’m Gabriel Ringmar, Lead coder of Team Nazgul and I’ll be discusing some issues I got when Implementing the movement for the main character in our game that is now in development, Burn Witch Burn.
“gilli animation”
In Burn witch burn you play as the main character Gilli a fire witch the flies on her broom. This was my first time […]