Author Archives: Måns Möller
BGP Post 6
The final week of development came with many quick changes in the groups schedule and in the projects overall layout. At this point the need to actually finish the implementation of all our assets in the game became all the more pressing as we rushed towards our deadline. Even at this point in development some last minute changes were made to our game, affecting our levels layout, mechanics within the game and overall visuals. There were two tasks that called for […]
BGP Post 6
The final week of development came with many quick changes in the groups schedule and in the projects overall layout. At this point the need to actually finish the implementation of all our assets in the game became all the more pressing as we rushed towards our deadline. Even at this point in development some last minute changes were made to our game, affecting our levels layout, mechanics within the game and overall visuals. There were two tasks that called for […]
BGP Fifth Post
We are drawing nearer to the deadline of this project, something that many times reveals whether or not one has over-scoped or stayed within realistic margins. As it turns out we have over-scoped to some degree. Something that is made apparent due to our need to cut a feature from our game, that being the pliers. This decision was pushed by the coders and then agreed upon by the rest of us. From a practical perspective the choice is a good […]
BGP Fifth Post
We are drawing nearer to the deadline of this project, something that many times reveals whether or not one has over-scoped or stayed within realistic margins. As it turns out we have over-scoped to some degree. Something that is made apparent due to our need to cut a feature from our game, that being the pliers. This decision was pushed by the coders and then agreed upon by the rest of us. From a practical perspective the choice is a good […]
BGP Fourth Post
After having tested our engines, Unity’s, IK system the results have turned out rather poorly. It would seem like there are a couple of reasons for why this is the case, most of which stem from the simple fact that Unity’s Built-in IK system is somewhat lacking. To explain the first one I will need to describe the basics of how to prepare a character in Unity for animation. As per the methods I have seen you can go about two […]
BGP Fourth Post
After having tested our engines, Unity’s, IK system the results have turned out rather poorly. It would seem like there are a couple of reasons for why this is the case, most of which stem from the simple fact that Unity’s Built-in IK system is somewhat lacking. To explain the first one I will need to describe the basics of how to prepare a character in Unity for animation. As per the methods I have seen you can go about two […]
BGP Third post
An increasing amount of complications have arisen as the question of how we implement our animations into our game engine, unity, becomes more prominent. That is to say, the problem does not lie with the prospect of implementing all of the animations but rather specific group of them. That group is the one that has our character, the goblin, interact with the tools in the game. Items such as the pliers, the stretcher and the axe are problematic due to […]
BGP Third post
An increasing amount of complications have arisen as the question of how we implement our animations into our game engine, unity, becomes more prominent. That is to say, the problem does not lie with the prospect of implementing all of the animations but rather specific group of them. That group is the one that has our character, the goblin, interact with the tools in the game. Items such as the pliers, the stretcher and the axe are problematic due to […]
Big Game Project Post 2
With my role in this project being the lead animator it isn’t all that surprising that most of my time has been spent with our main character and the many animations he needs for the finished game. Much of that time was spent trying to work out the various little difficulties that tends to arise when someone deals with software one is not an expert with. Seeing as our game is made with 3d assets we and mostly i get […]
Big Game Project Post 2
With my role in this project being the lead animator it isn’t all that surprising that most of my time has been spent with our main character and the many animations he needs for the finished game. Much of that time was spent trying to work out the various little difficulties that tends to arise when someone deals with software one is not an expert with. Seeing as our game is made with 3d assets we and mostly i get […]
Big Game Project first post
Officially the Big Game Project course started a dew weeks ago but unofficially work for many students began several months ago by way of the ”Road to GGC” As it was called which presented an opportunity for students who wanted to prepare for BGP early. A lot of time in my group was spent going back and forth between various concepts, many of them seeming like they could be interesting and worthwhile one day only to look unimpressive, boring or […]
Big Game Project first post
Officially the Big Game Project course started a dew weeks ago but unofficially work for many students began several months ago by way of the ”Road to GGC” As it was called which presented an opportunity for students who wanted to prepare for BGP early. A lot of time in my group was spent going back and forth between various concepts, many of them seeming like they could be interesting and worthwhile one day only to look unimpressive, boring or […]
Week six post
This week has been spent entirely on polishing the assets of the game. This includes doing things such as animating what’s left of the different characters states which up until now only had keyframes to act as placeholders. Polishing has also included coloring the animations. One of the assets i worked on was an animation that is to play as the protagonist of the game, captain noleg gets electrocuted. The player gets elecrtocuted when attacking a specific part of one […]
Week six post
This week has been spent entirely on polishing the assets of the game. This includes doing things such as animating what’s left of the different characters states which up until now only had keyframes to act as placeholders. Polishing has also included coloring the animations. One of the assets i worked on was an animation that is to play as the protagonist of the game, captain noleg gets electrocuted. The player gets elecrtocuted when attacking a specific part of one […]
Week five post
This week, like the one before, has been dedicated to making the final animations for the main character of our game: Captain Noleg. This week i have started on several of the animations we will need for the captain, one of them being an animation of him throwing his harpoon. This animation could be seen as one of the ”core animations” on account of it being visual feedback that is triggered when performing a core mechanic of the game. Namely throwing the […]
Week five post
This week, like the one before, has been dedicated to making the final animations for the main character of our game: Captain Noleg. This week i have started on several of the animations we will need for the captain, one of them being an animation of him throwing his harpoon. This animation could be seen as one of the ”core animations” on account of it being visual feedback that is triggered when performing a core mechanic of the game. Namely throwing the […]
Week four post
So this week i actually worked on something else than the enemies for our game. This week was dedicated to the animation of the games protagonist himself: Captain Noleg himself
Up until this point we had only made keyframes for the captains different states. These were all we needed in order to test the game out and see if his design and color scheme would work in the background. However, at this time all the keyframes for the games different enemies and […]
Week four post
So this week i actually worked on something else than the enemies for our game. This week was dedicated to the animation of the games protagonist himself: Captain Noleg himself
Up until this point we had only made keyframes for the captains different states. These were all we needed in order to test the game out and see if his design and color scheme would work in the background. However, at this time all the keyframes for the games different enemies and […]
Week three post
This week we focused on adding the last features we deemed worthwhile into the game before our feature freeze. In my case that meant, again, more enemies. This week iv’e focused on two in particular. The seagull and the angler fish. Of these two, the seagull is quite uninteresting from a graphical view since it will only contain three frames of animation. Let us therefor instead take a look at the angler fish as shown bellow.
Like most other enemies the […]
Week three post
This week we focused on adding the last features we deemed worthwhile into the game before our feature freeze. In my case that meant, again, more enemies. This week iv’e focused on two in particular. The seagull and the angler fish. Of these two, the seagull is quite uninteresting from a graphical view since it will only contain three frames of animation. Let us therefor instead take a look at the angler fish as shown bellow.
Like most other enemies the […]
Week two post
This week, like the previous one, i spent a lot of time on the design and production of new enemies for our game. In particular The blowfish. This enemy is intended to enter the screen slowly from the left and have the ability to shoot ”spikes” at the player. This however is not it’s main purpose. In the final product the blowfish will hav e the mechanic to blow up upon death, producing several spikes that swiftly flies in all […]
Week two post
This week, like the previous one, i spent a lot of time on the design and production of new enemies for our game. In particular The blowfish. This enemy is intended to enter the screen slowly from the left and have the ability to shoot ”spikes” at the player. This however is not it’s main purpose. In the final product the blowfish will hav e the mechanic to blow up upon death, producing several spikes that swiftly flies in all […]
Week one first post
Hi, my name is Måns Möller. I’m a first year student at campus Gotland, studying game design graphics, and this is my blog, dedicated to following and documenting some of the process of creating the game that me and my team are working on. The game is based on a design document created by another team during a previous course last year who named this game: Mermaid river.
This week I’ve been working on a few of the enemies for the […]
Week one first post
Hi, my name is Måns Möller. I’m a first year student at campus Gotland, studying game design graphics, and this is my blog, dedicated to following and documenting some of the process of creating the game that me and my team are working on. The game is based on a design document created by another team during a previous course last year who named this game: Mermaid river.
This week I’ve been working on a few of the enemies for the […]