Author Archives: Isaac Olander
Blog Post 6. New.
It has been very fun to work with my group and to make assets for the game.
I am not so glad with the end result of the project. Our lead programmer has left the course and we had already over scoped the game before that happened so as a result many assets which were ready to be implemented into the final game were left out. This included the boss, the boss environment, all animations and 2 more enemy types and […]
Blog Post 6. New.
It has been very fun to work with my group and to make assets for the game.
I am not so glad with the end result of the project. Our lead programmer has left the course and we had already over scoped the game before that happened so as a result many assets which were ready to be implemented into the final game were left out. This included the boss, the boss environment, all animations and 2 more enemy types and […]
Comment 3.
Very well written and good structure. I like that you have written how your team dealt with scrum, as you say each team implements it differently. In terms of the week long sprints, I can imagine that things would be different if we did not have lessons during the weeks we we’re deep in game production. I can relate to what you’re saying about daily stand ups as we had the same issue. Did you see any benefit in meeting […]
Comment 3.
Very well written and good structure. I like that you have written how your team dealt with scrum, as you say each team implements it differently. In terms of the week long sprints, I can imagine that things would be different if we did not have lessons during the weeks we we’re deep in game production. I can relate to what you’re saying about daily stand ups as we had the same issue. Did you see any benefit in meeting […]
Comment 1.
Hi Jesper.
The blog post is very clear and straight to the point. You have explained your design choice in relation to the objects purpose within the game with reason. I like that you used a triangular shape to communicate the ships speed and attack type. I also like that you intentionally made the ship look less intimidating for thematic purposes. As you stated above this plane does more damage than bullets. If there is a priority to spot the plane […]
Comment 1.
Hi Jesper.
The blog post is very clear and straight to the point. You have explained your design choice in relation to the objects purpose within the game with reason. I like that you used a triangular shape to communicate the ships speed and attack type. I also like that you intentionally made the ship look less intimidating for thematic purposes. As you stated above this plane does more damage than bullets. If there is a priority to spot the plane […]
Blog Post 6.
It has been very fun to work with my group and to make assets for the game.
I am not so glad with the end result of the project. Our lead programmer has left the course and we had already over scoped the game before that happened so as a result many assets which were ready to be implemented into the final game were left out. This included the boss, the boss environment, all animations and 2 more enemy types and […]
Blog Post 6.
It has been very fun to work with my group and to make assets for the game.
I am not so glad with the end result of the project. Our lead programmer has left the course and we had already over scoped the game before that happened so as a result many assets which were ready to be implemented into the final game were left out. This included the boss, the boss environment, all animations and 2 more enemy types and […]
Blog Post 4.
The past week had not been good, there was a major setback. My Photoshop file, which contained all original assets was corrupted. Luckily many of the old versions of assets such as the background was available from google docs, but my new version of the ship for instance was only saved as a JPEG so there was some work to be done in restoring it. This in itself is not a major issue, however it meant that my animation of […]
Blog Post 4.
The past week had not been good, there was a major setback. My Photoshop file, which contained all original assets was corrupted. Luckily many of the old versions of assets such as the background was available from google docs, but my new version of the ship for instance was only saved as a JPEG so there was some work to be done in restoring it. This in itself is not a major issue, however it meant that my animation of […]
Blog Post 5.
We received a lot of feedback after our play-test. Many liked our mechanics, how the bird enemy would fly in a wave formation and the basic controls of the player. They also enjoyed the graphics. One of the clear results from the play test was that the game was very short, and that the boss was very difficult when no instructions were given. Most of the critique of our game focused on the Aesthetics of the game, as in how […]
Blog Post 5.
We received a lot of feedback after our play-test. Many liked our mechanics, how the bird enemy would fly in a wave formation and the basic controls of the player. They also enjoyed the graphics. One of the clear results from the play test was that the game was very short, and that the boss was very difficult when no instructions were given. Most of the critique of our game focused on the Aesthetics of the game, as in how […]
Blog Post 3. Scrum.
Working with Scrum has been interesting. There have definitely been some benefits. Having meetings at the start and end of each week has been helped provide some insight into every members work, which has often led us to change the prioritization of certain assets. For instance we new the first presentation was coming up and since it was clear that animations where far from finished we decided to focus on creating new parallax layers and overall game play. The sprint […]
Blog Post 3. Scrum.
Working with Scrum has been interesting. There have definitely been some benefits. Having meetings at the start and end of each week has been helped provide some insight into every members work, which has often led us to change the prioritization of certain assets. For instance we new the first presentation was coming up and since it was clear that animations where far from finished we decided to focus on creating new parallax layers and overall game play. The sprint […]
Aetherial: The Killing Machine
Let’s dive right in.
My first idea was to make a clear distinction between the player avatar and the enemies, I’m thinking Machine vs Nature. I want the player to feel like they’re in the wrong, like they’re destroying something beautiful. Hundreds of flying whales cannon balled from the sky, because of you. Why are you killing them? Maybe you’re sent out by a multinational corporation to harvest their precious Aether souls, or maybe you’re an overconfident rouge hunter with a […]
Aetherial: The Killing Machine
Let’s dive right in.
My first idea was to make a clear distinction between the player avatar and the enemies, I’m thinking Machine vs Nature. I want the player to feel like they’re in the wrong, like they’re destroying something beautiful. Hundreds of flying whales cannon balled from the sky, because of you. Why are you killing them? Maybe you’re sent out by a multinational corporation to harvest their precious Aether souls, or maybe you’re an overconfident rouge hunter with a […]
New things
I have upgraded the graphics of the Playable ship, now it is closer to completion. I did this by adding some temperature shifts, as well as shadows and lightning. I have separated the engine axle, the turret and the balloon so that they may be animated separately from the ships body. This allows for the animations of the parts to be controlled by player input. The idea is that the player can change the angle of the turret, however the […]
New things
I have upgraded the graphics of the Playable ship, now it is closer to completion. I did this by adding some temperature shifts, as well as shadows and lightning. I have separated the engine axle, the turret and the balloon so that they may be animated separately from the ships body. This allows for the animations of the parts to be controlled by player input. The idea is that the player can change the angle of the turret, however the […]