Author Archives: Per Johansson
Warpers – Unreal Saving and Loading
I’m currently taking the course Big Game Project at Uppsala University – Campus Gotland, where the goal is to have, after 10 weeks, a working vertical slice of a game which might have the potential to become a product worth selling at a later stage.
We’re now one week from exhibiting Warpers at the Gotland Game Conferance weeks into the production of the game Warpers and this time I’ll write a little about how we save and […]
Warpers – Unreal Saving and Loading
I’m currently taking the course Big Game Project at Uppsala University – Campus Gotland, where the goal is to have, after 10 weeks, a working vertical slice of a game which might have the potential to become a product worth selling at a later stage.
We’re now one week from exhibiting Warpers at the Gotland Game Conferance weeks into the production of the game Warpers and this time I’ll write a little about how we save and […]
Warpers – Incremental Rotation
I’m currently taking the course Big Game Project at Uppsala University – Campus Gotland, where the goal is to have, after 10 weeks, a working vertical slice of a game which might have the potential to become a product worth selling at a later stage.
We’re now six weeks into the production of the game Warpers and this time I’ll write about a small feature called “incremental rotation” or “rotation interpolation“. Say you have a top-down character which you want […]
Warpers – Incremental Rotation
I’m currently taking the course Big Game Project at Uppsala University – Campus Gotland, where the goal is to have, after 10 weeks, a working vertical slice of a game which might have the potential to become a product worth selling at a later stage.
We’re now six weeks into the production of the game Warpers and this time I’ll write about a small feature called “incremental rotation” or “rotation interpolation“. Say you have a top-down character which you want […]
Warpers – Dynamic Cameras
I’m currently taking the course Big Game Project at Uppsala University – Campus Gotland, where the goal is to have, after 10 weeks, a working vertical slice of a game which might have the potential to become a product worth selling at a later stage.
We’re now five weeks into the production of the game Warpers and this time I’ll write about the camera system which gives Warpers a smoother feel than more traditional top-down cameras. Warpers have multiple scenarios […]
Warpers – Dynamic Cameras
I’m currently taking the course Big Game Project at Uppsala University – Campus Gotland, where the goal is to have, after 10 weeks, a working vertical slice of a game which might have the potential to become a product worth selling at a later stage.
We’re now five weeks into the production of the game Warpers and this time I’ll write about the camera system which gives Warpers a smoother feel than more traditional top-down cameras. Warpers have multiple scenarios […]
Warpers – Depth with Parallaxes
I’m currently taking the course Big Game Project at Uppsala University – Campus Gotland, where the goal is to have, after 10 weeks, a working vertical slice of a game which might have the potential to become a product worth selling at a later stage.
We’re now four weeks into the production of the game Warpers, and the basic systems are more or less implemented and this time I’ll write a little about how the composition of the objects in […]
Warpers – Depth with Parallaxes
I’m currently taking the course Big Game Project at Uppsala University – Campus Gotland, where the goal is to have, after 10 weeks, a working vertical slice of a game which might have the potential to become a product worth selling at a later stage.
We’re now four weeks into the production of the game Warpers, and the basic systems are more or less implemented and this time I’ll write a little about how the composition of the objects in […]
Warpers – Spacecrafts and the hangar
I’m currently taking the course Big Game Project at Uppsala University – Campus Gotland, where the goal is to have, after 10 weeks, a working vertical slice in a game which might have the potential to become a product worth selling at a later stage.
We’re now three weeks into the production of the game Warpers, a 2D top-down shooter developed in Unreal Engine 4 where up to four players can create their own spacecrafts and venture out and discover […]
Warpers – Spacecrafts and the hangar
I’m currently taking the course Big Game Project at Uppsala University – Campus Gotland, where the goal is to have, after 10 weeks, a working vertical slice in a game which might have the potential to become a product worth selling at a later stage.
We’re now three weeks into the production of the game Warpers, a 2D top-down shooter developed in Unreal Engine 4 where up to four players can create their own spacecrafts and venture out and discover […]
Engine Design – Debug Console
I’m currently working on my own game engine and while it’s no where near from being finished, I’ve applied a couple of design patterns when creating the different systems. In the coming weeks I’ll go through a system each at a time and write about how I have implemented them and what problems I might have stumbled upon.
This week’s system is the debug console which I regularly use when debugging or changing stuff on the fly in-engine.
The debug console […]
Engine Design – Debug Console
I’m currently working on my own game engine and while it’s no where near from being finished, I’ve applied a couple of design patterns when creating the different systems. In the coming weeks I’ll go through a system each at a time and write about how I have implemented them and what problems I might have stumbled upon.
This week’s system is the debug console which I regularly use when debugging or changing stuff on the fly in-engine.
The debug console […]
Engine Design – Input Commands
I’m currently working on my own game engine and while it’s no where near from being finished, I’ve applied a couple of design patterns when creating the different systems. In the coming weeks I’ll go through a system each at a time and write about how I have implemented them and what problems I might have stumbled upon.
This week’s system is the input system which enables the player, may it be everything from a tank to a warrior with […]
Engine Design – Input Commands
I’m currently working on my own game engine and while it’s no where near from being finished, I’ve applied a couple of design patterns when creating the different systems. In the coming weeks I’ll go through a system each at a time and write about how I have implemented them and what problems I might have stumbled upon.
This week’s system is the input system which enables the player, may it be everything from a tank to a warrior with […]
Engine Design – Input Commands
I’m currently working on my own game engine and while it’s no where near from being finished, I’ve applied a couple of design patterns when creating the different systems. In the coming weeks I’ll go through a system each at a time and write about how I have implemented them.
This weeks system is the input system which enables the player, may it be everything from a tank to a warrior with an axe, to move and perform all their […]
Engine Design – Input Commands
I’m currently working on my own game engine and while it’s no where near from being finished, I’ve applied a couple of design patterns when creating the different systems. In the coming weeks I’ll go through a system each at a time and write about how I have implemented them.
This weeks system is the input system which enables the player, may it be everything from a tank to a warrior with an axe, to move and perform all their […]
Game System Analysis – Portobello Market
How the game board can look after a typical four-player session.
Portobello Market is a strategy game where players strive to earn the most points by expanding their markets to the most valuable positions on the board. Portobello Market is played by two to four players. Each game takes from about half an hour to an hour.
Core Mechanics
The game does not have many parts compared to the previously analysed game; Drakborgen and the […]
Game System Analysis – Portobello Market
How the game board can look after a typical four-player session.
Portobello Market is a strategy game where players strive to earn the most points by expanding their markets to the most valuable positions on the board. Portobello Market is played by two to four players. Each game takes from about half an hour to an hour.
Core Mechanics
The game does not have many parts compared to the previously analysed game; Drakborgen and the […]
Game System Analysis – Portobello Market
How the game board can look after a typical four-player session.
Portobello Market is a strategy game where players strive to earn the most points by expanding their markets to the most valuable positions on the board. Portobello Market is played by two to four players. Each game takes from about half an hour to an hour.
Core Mechanics
The game does not have many parts compared to the previously analysed game; Drakborgen and the […]
Game System Analysis – Portobello Market
How the game board can look after a typical four-player session.
Portobello Market is a strategy game where players strive to earn the most points by expanding their markets to the most valuable positions on the board. Portobello Market is played by two to four players. Each game takes from about half an hour to an hour.
Core Mechanics
The game does not have many parts compared to the previously analysed game; Drakborgen and the […]
Game System Analysis – Drakborgen
The box of the game, the title roughly translates to “Dragoncastle”. This is the swedish remastered version and the english version is called Dungeonquest.
Drakborgen is a fantasy themed strategy game where the goal is to gather treasures that has the most worth and then escape the castle alive. Two to four players enter the castle, but between the play sessions that I’ve had, only one or two players made it out alive.
Core Mechanics
There are multiple smaller systems which […]
Game System Analysis – Drakborgen
The box of the game, the title roughly translates to “Dragoncastle”. This is the swedish remastered version and the english version is called Dungeonquest.
Drakborgen is a fantasy themed strategy game where the goal is to gather treasures that has the most worth and then escape the castle alive. Two to four players enter the castle, but between the play sessions that I’ve had, only one or two players made it out alive.
Core Mechanics
There are multiple smaller systems which […]
Game System Analysis – Drakborgen
The box of the game, the title roughly translates to “Dragoncastle”. This is the swedish remastered version and the english version is called Dungeonquest.
Drakborgen is a fantasy themed strategy game where the goal is to gather treasures that has the most worth and then escape the castle alive. Two to four players enter the castle but between the play sessions that I’ve had, only one or two players made it out alive.
Core Mechanics
There are multiple smaller systems which […]
Game System Analysis – Drakborgen
The box of the game, the title roughly translates to “Dragoncastle”. This is the swedish remastered version and the english version is called Dungeonquest.
Drakborgen is a fantasy themed strategy game where the goal is to gather treasures that has the most worth and then escape the castle alive. Two to four players enter the castle but between the play sessions that I’ve had, only one or two players made it out alive.
Core Mechanics
There are multiple smaller systems which […]