Author Archives: Joel Persson
Almost at the finish line! #5SD064
It’s weird, this is the last week before our game should be finnished and I don’t know what to do! Last week it felt like I had a gazillion things to do and I had to crunch to get them done. Now It’s just polishing small things, it doesn’t feel as it is as much work as last week. But shouldn’t it be the opposite? The week before the hand in should be the most stressfull? We have a game […]
Almost at the finish line! #5SD064
It’s weird, this is the last week before our game should be finnished and I don’t know what to do! Last week it felt like I had a gazillion things to do and I had to crunch to get them done. Now It’s just polishing small things, it doesn’t feel as it is as much work as last week. But shouldn’t it be the opposite? The week before the hand in should be the most stressfull? We have a game […]
Trail Rendering #5SD064
I’ve been working with unity’s in built trail rendering system this week. In our alpha demonstration and on from other occasions we’ve received critique about not giving the player feedback from using a teleport function.
My first thought was to have particles appear in connection with using the teleport, but just before I was to sit down and work with it I learnt about unity’s Trail render component, I thought that it would be easier to use that.
My first problem that […]
Trail Rendering #5SD064
I’ve been working with unity’s in built trail rendering system this week. In our alpha demonstration and on from other occasions we’ve received critique about not giving the player feedback from using a teleport function.
My first thought was to have particles appear in connection with using the teleport, but just before I was to sit down and work with it I learnt about unity’s Trail render component, I thought that it would be easier to use that.
My first problem that […]
Putting it all together! #5SD064
Update/fixes from last week
So I reworked the control scheme into a more interactive experience for the player.
Before jumping into the first level the player will first go to my “tutorial”. The player can spend as much time as he/she likes to get familiar with the controls/movements, it’s also not mandatory the player can skip direct into gameplay instead.
From the text Avoid it will spawn obstacles that will fall down, obstacles which the player takes damage from on collision. I also […]
Putting it all together! #5SD064
Update/fixes from last week
So I reworked the control scheme into a more interactive experience for the player.
Before jumping into the first level the player will first go to my “tutorial”. The player can spend as much time as he/she likes to get familiar with the controls/movements, it’s also not mandatory the player can skip direct into gameplay instead.
From the text Avoid it will spawn obstacles that will fall down, obstacles which the player takes damage from on collision. I also […]
Alpha, Conveying controls #5SD037
Game state: Alpha
Today we had our Alpha presentation, it went…Not super good, but acceptable.
There is a lot of things lacking in our game. As a designer I have failed to convey simple mechanic to the player. At least in our alpha version.
We have a crow circling the player. It is an indicator for how long the player can teleport, and it also has a glow to indicate when the players power up is ready. At our alpha demonstration we got […]
Alpha, Conveying controls #5SD037
Game state: Alpha
Today we had our Alpha presentation, it went…Not super good, but acceptable.
There is a lot of things lacking in our game. As a designer I have failed to convey simple mechanic to the player. At least in our alpha version.
We have a crow circling the player. It is an indicator for how long the player can teleport, and it also has a glow to indicate when the players power up is ready. At our alpha demonstration we got […]
Main Menu, Pause and structure #5SD037
The third production week is almost over and it’s been really stressful! We had our pre-alpha demonstration in monday (6/2-16) and it went…not as good as we wanted too. We had a few assets but they were put together hastily and lacking art. So it was almost only boxes and stuff made in paint. Not very pleasant for the eye.
So after the demonstration my team gathered and we set out to make the Alpha with a clear goal.
We have restructured […]
Main Menu, Pause and structure #5SD037
The third production week is almost over and it’s been really stressful! We had our pre-alpha demonstration in monday (6/2-16) and it went…not as good as we wanted too. We had a few assets but they were put together hastily and lacking art. So it was almost only boxes and stuff made in paint. Not very pleasant for the eye.
So after the demonstration my team gathered and we set out to make the Alpha with a clear goal.
We have restructured […]
First Week of Production
As I am writing I am just hours away from the first Sprint review meeting, meaning this week will “end”. It’s been a stressful week with loads to do. I must admit though, that I failed as a designer.
We are working with a agile game developing method, scrum, and already from the first meeting my whole team was confused about what that actually meant. Even I that had some lesson in it and had read about it was confused, so […]
First Week of Production
As I am writing I am just hours away from the first Sprint review meeting, meaning this week will “end”. It’s been a stressful week with loads to do. I must admit though, that I failed as a designer.
We are working with a agile game developing method, scrum, and already from the first meeting my whole team was confused about what that actually meant. Even I that had some lesson in it and had read about it was confused, so […]