Author Archives: Ludvig Baummann Olsson
FIFTH POST, FISH GAME
Hi. I am the designer in team shadhavar. Today I will be talking about the audio visual feedback and cues in our game.
Our game has lacked feedback for a really long time, in fact it was perhaps the most criticized part of the game. When we set out making our game we decided to focus on the most important features first, as you should when you are creating a game. Naturally focusing on the more important parts such as the […]
FIFTH POST, FISH GAME
Hi. I am the designer in team shadhavar. Today I will be talking about the audio visual feedback and cues in our game.
Our game has lacked feedback for a really long time, in fact it was perhaps the most criticized part of the game. When we set out making our game we decided to focus on the most important features first, as you should when you are creating a game. Naturally focusing on the more important parts such as the […]
FOURTH POST, FISH GAME
Hello again. I am the designer in team shadhavar. Today I will be talking about the parallax background in our game.
When the artists in my team took the task of creating a background image for our game, I told them that it would be nice if they could split all the different elements of the image once they were done. By splitting the final images layers and exporting them separately, it allowed me to recreate the background inside the game […]
FOURTH POST, FISH GAME
Hello again. I am the designer in team shadhavar. Today I will be talking about the parallax background in our game.
When the artists in my team took the task of creating a background image for our game, I told them that it would be nice if they could split all the different elements of the image once they were done. By splitting the final images layers and exporting them separately, it allowed me to recreate the background inside the game […]
Third Post, Fish Game
Hi again. I am the designer in team shadhavar. Today I will be talking about the level design we went with in our game.
Based on the concept document we had chosen the game needed to be restricted to one screen. I personally felt that having a level simply be based on what enemies would spawn was too little level design, therefore I opted for some kind of obstacles to be present. The obstacles purpose would be so that the player […]
Third Post, Fish Game
Hi again. I am the designer in team shadhavar. Today I will be talking about the level design we went with in our game.
Based on the concept document we had chosen the game needed to be restricted to one screen. I personally felt that having a level simply be based on what enemies would spawn was too little level design, therefore I opted for some kind of obstacles to be present. The obstacles purpose would be so that the player […]
Second post, fish game
Hi again. My name is Ludvig and I am the lead designer in team shadhavar. This time I will be talking about the powerups in our game, which in our case happen to be different types of weapons. I both coded and designed the weapon powerups for the game.
In an earlier week of the project I had asked the artists for some different types of weapons for the player. I also told them that it was important that the weapons […]
Second post, fish game
Hi again. My name is Ludvig and I am the lead designer in team shadhavar. This time I will be talking about the powerups in our game, which in our case happen to be different types of weapons. I both coded and designed the weapon powerups for the game.
In an earlier week of the project I had asked the artists for some different types of weapons for the player. I also told them that it was important that the weapons […]
First post, fish game
Hi. I am the designer in team shadhavar. Today I will be talking about the enemy wave/spawn system that I both designed and coded.
The game that me and my group are making is wave based, that is to say enemies attack the player in waves. When designing the wave system there were three main principles I wanted to stick to; the enemies should not spawn on top of eachother, waves should be easy to design and the system should be […]
First post, fish game
Hi. I am the designer in team shadhavar. Today I will be talking about the enemy wave/spawn system that I both designed and coded.
The game that me and my group are making is wave based, that is to say enemies attack the player in waves. When designing the wave system there were three main principles I wanted to stick to; the enemies should not spawn on top of eachother, waves should be easy to design and the system should be […]