Author Archives: Johan Fallberg
comment #6
Hi Edin!
It’s nice to see that you’re bringing a lot from the project. I do agree that there is probably no way of perfecting game making. And even if there was, you will always be working with different people inhabiting different personalities leading to different dynamics – so it probably won’t be the same. I’m also glad to see that you’re expressing your dissatisfaction. I think a lot of the groups, myself included, wanted more than was ultimately produced. But […]
comment #6
Hi Edin!
It’s nice to see that you’re bringing a lot from the project. I do agree that there is probably no way of perfecting game making. And even if there was, you will always be working with different people inhabiting different personalities leading to different dynamics – so it probably won’t be the same. I’m also glad to see that you’re expressing your dissatisfaction. I think a lot of the groups, myself included, wanted more than was ultimately produced. But […]
Blog #6 – First game project
This is the first time I’ve ever finished a game project, let alone any project of this magnitude. Working on this project for the last couple of months has had its ups and downs.
Our game is a top down shooter with the main character, Brad, running through a very long church aisle. He is chased by the bride throughout the whole level and if she reaches you, it is game over. The player can’t shoot the bride, the only way […]
Blog #6 – First game project
This is the first time I’ve ever finished a game project, let alone any project of this magnitude. Working on this project for the last couple of months has had its ups and downs.
Our game is a top down shooter with the main character, Brad, running through a very long church aisle. He is chased by the bride throughout the whole level and if she reaches you, it is game over. The player can’t shoot the bride, the only way […]
Blog #5 Playtesting
Testing you game is something that’s really important to do while creating a game. As developers it’s very easy to stare yourself blind on a project you’ve been working on for a long time. Getting someone’s clear eyes on mind to help you see flaws and strengths of your product can help you stay focused on what’s really important. As well as finding unseen errors.
In this projects we’ve had two playtests so far, one before alpha- and one before beta […]
Blog #5 Playtesting
Testing you game is something that’s really important to do while creating a game. As developers it’s very easy to stare yourself blind on a project you’ve been working on for a long time. Getting someone’s clear eyes on mind to help you see flaws and strengths of your product can help you stay focused on what’s really important. As well as finding unseen errors.
In this projects we’ve had two playtests so far, one before alpha- and one before beta […]
comment #5
Hey Natali,
It seems like you’ve really gotten good value out of these playtestings and that you’ve realized how important you consider them. It’s very clear what you’re communicating, but I would have loved to see something more concrete. You’re writing about giving the players a reason to use the swarm function and then a reason not to use it. I think it would be super interesting to see what the changes actually were, so that if I’m caught in that […]
comment #5
Hey Natali,
It seems like you’ve really gotten good value out of these playtestings and that you’ve realized how important you consider them. It’s very clear what you’re communicating, but I would have loved to see something more concrete. You’re writing about giving the players a reason to use the swarm function and then a reason not to use it. I think it would be super interesting to see what the changes actually were, so that if I’m caught in that […]
comment #4
Good luck with the rest of the background!
I really like how concise you’ve kept this blogpost. I feel like you managed to get every step of the progress communicated very easily. Although sometimes I felt like it was a bit too rushed. For example when you wrote about the process of offsetting the background and correcting the edge I felt a little lost. I didn’t realize until now that it’s because you want to be able to loop the same […]
comment #4
Good luck with the rest of the background!
I really like how concise you’ve kept this blogpost. I feel like you managed to get every step of the progress communicated very easily. Although sometimes I felt like it was a bit too rushed. For example when you wrote about the process of offsetting the background and correcting the edge I felt a little lost. I didn’t realize until now that it’s because you want to be able to loop the same […]
Comment #1
I really like the idea of the enemies having the same colour. It works well as an indicator. It’s not really explained why the colortone is what it is except for the “things that pop into my mind”, but I don’t think it matters as long as you find a color scheme you stick to. I also like how it’s clearly stated in the text that the game design choices affected the character design with the wing flapping.
You could be […]
Comment #1
I really like the idea of the enemies having the same colour. It works well as an indicator. It’s not really explained why the colortone is what it is except for the “things that pop into my mind”, but I don’t think it matters as long as you find a color scheme you stick to. I also like how it’s clearly stated in the text that the game design choices affected the character design with the wing flapping.
You could be […]
Comment #2
Wow! This was a blast reading! I find it really interesting how you use an actual street as reference – although I’m unsure how you ended up with a random street in Denmark. I also think that using a lot of layers in the parallax is a good way to make sure it feels like a background rather than something the player could interact with.
The only thing I feel like I’m missing would be something that shows what how big […]
Comment #2
Wow! This was a blast reading! I find it really interesting how you use an actual street as reference – although I’m unsure how you ended up with a random street in Denmark. I also think that using a lot of layers in the parallax is a good way to make sure it feels like a background rather than something the player could interact with.
The only thing I feel like I’m missing would be something that shows what how big […]
Comment #3
Hey!
Good thing to hear it seems like you’re moving towards a better workflow. I think a lot of motivation and self discipline is needed to work hard without anyone being there watching over you. I really like how you said you’re able to consult the team members if something is up, I think that’s a big part of doing work on a daily basis.
Although, as I think is mentioned in the comment above as well, I would love to know […]
Comment #3
Hey!
Good thing to hear it seems like you’re moving towards a better workflow. I think a lot of motivation and self discipline is needed to work hard without anyone being there watching over you. I really like how you said you’re able to consult the team members if something is up, I think that’s a big part of doing work on a daily basis.
Although, as I think is mentioned in the comment above as well, I would love to know […]
Blog #4 Sound introduction
I’m the lead sound in our group, but I’ve never worked with sound before. Therefore, this week has introduced me to a couple of software programs for working with sound. It’s mainly been Audacity, Soundly and Sony Vegas. Although Sony Vegas is for both video and audio editing, that is the one I ended up using the most – as I’ve dealt with it before to some degree. I find it really good for easily dragging around and cutting sound […]
Blog #4 Sound introduction
I’m the lead sound in our group, but I’ve never worked with sound before. Therefore, this week has introduced me to a couple of software programs for working with sound. It’s mainly been Audacity, Soundly and Sony Vegas. Although Sony Vegas is for both video and audio editing, that is the one I ended up using the most – as I’ve dealt with it before to some degree. I find it really good for easily dragging around and cutting sound […]
Blog #3 Scrum
The best thing with working with agile scrum has been the daily standups. Getting a quick overview of what everyone is doing really increases the communication between the different minors. It’s been a really good way of making sure you’re not completely off track. Working with the sprints however, has been more of a struggle – at least in this project. The weekly sprints makes for a lot of time being time for meetings. Since we have had lectures on […]
Blog #3 Scrum
The best thing with working with agile scrum has been the daily standups. Getting a quick overview of what everyone is doing really increases the communication between the different minors. It’s been a really good way of making sure you’re not completely off track. Working with the sprints however, has been more of a struggle – at least in this project. The weekly sprints makes for a lot of time being time for meetings. Since we have had lectures on […]
Bride movement
In the game “You may kiss the bride” you want the player to feel a constant stress. To achieve this, we have a enemy – the bride – constantly chasing you as you play. If she catches the player, s/he will either take massive damage or die instantly. Any mistake the player makes during playing will lead to the bride getting closer and closer, gradually increasing the stress for the player.
There was a problem appearing with this. If you had […]
Bride movement
In the game “You may kiss the bride” you want the player to feel a constant stress. To achieve this, we have a enemy – the bride – constantly chasing you as you play. If she catches the player, s/he will either take massive damage or die instantly. Any mistake the player makes during playing will lead to the bride getting closer and closer, gradually increasing the stress for the player.
There was a problem appearing with this. If you had […]
Blog #1 Animating the bride
Feature – Bride
In our game “You May Kiss the Bride”, one of our core features is having the bride chase you from below, being a main factor in what causes the player to feel stressed and under constant pressure. The work in this blog will address the animation of the movement of the bride. I tried to make sure that she looked like something you want to run away from. A clear visualization of her trying to reach out for […]
Blog #1 Animating the bride
Feature – Bride
In our game “You May Kiss the Bride”, one of our core features is having the bride chase you from below, being a main factor in what causes the player to feel stressed and under constant pressure. The work in this blog will address the animation of the movement of the bride. I tried to make sure that she looked like something you want to run away from. A clear visualization of her trying to reach out for […]