Author Archives: Philip Hagberg Enea
Beta-Presenation
Week 8 has been interesting, the week started off with me presenting what we had done since the alpha in our beta. The presentation focused on what had gone better since last time, what had taken a turn for the worse and what could be done to fix that. all in all the presentation went well, we received both good feedback and constructive, most of the feedback was around the distinction between the different realms that we have in our […]
Beta-Presenation
Week 8 has been interesting, the week started off with me presenting what we had done since the alpha in our beta. The presentation focused on what had gone better since last time, what had taken a turn for the worse and what could be done to fix that. all in all the presentation went well, we received both good feedback and constructive, most of the feedback was around the distinction between the different realms that we have in our […]
Play-testing and Beta stress
As of this week, we attended the play-testing and most of what we got out of it was really helpful for the team. This week has all been focused around either things that were to change be for the play-testing but we did not have time for or feedback we received, most of the feedback was aimed at how the game was played and not what was in the game.
As the feedback was coming in we noticed one very clear […]
Play-testing and Beta stress
As of this week, we attended the play-testing and most of what we got out of it was really helpful for the team. This week has all been focused around either things that were to change be for the play-testing but we did not have time for or feedback we received, most of the feedback was aimed at how the game was played and not what was in the game.
As the feedback was coming in we noticed one very clear […]
Waves of the oceans of enemies
As of this week the team faced the challenge of trying to prioritize the different parts of the game that we hadn’t finished. One of these was the system that we are going to use for the spawning of enemies, the way it’s intended to work is that the players runs along a country road and when he encounters enemies, the road stops and set amount of enemy’s spawns. These must be killed before you can progress further in the […]
Waves of the oceans of enemies
As of this week the team faced the challenge of trying to prioritize the different parts of the game that we hadn’t finished. One of these was the system that we are going to use for the spawning of enemies, the way it’s intended to work is that the players runs along a country road and when he encounters enemies, the road stops and set amount of enemy’s spawns. These must be killed before you can progress further in the […]
BUGS, BUGS EVERYWHERE
After I reflected over my last post I realized that you would probably don’t know who i was if you read that post, so, let me introduce myself.
I am Philip, the lead designer for group Dragon, I worked on the concept document Samsara and is now working on creating a game out of the concept spirits of the shogun. I find that this concept is both interesting and challenging to work with. Due to the lack of depth form the […]
BUGS, BUGS EVERYWHERE
After I reflected over my last post I realized that you would probably don’t know who i was if you read that post, so, let me introduce myself.
I am Philip, the lead designer for group Dragon, I worked on the concept document Samsara and is now working on creating a game out of the concept spirits of the shogun. I find that this concept is both interesting and challenging to work with. Due to the lack of depth form the […]
The Artefact of a Designer
As a designer, my job is to create meaningful design and mechanics that works with work towards the general vision of the game. This week what I created was a system, which is a group of mechanics that all together creates something the player can do in the game. The system that I created was a AI system of sorts, we decided to create AI that would be programmed with a set pattern of movement since creating intelligent AI is […]
The Artefact of a Designer
As a designer, my job is to create meaningful design and mechanics that works with work towards the general vision of the game. This week what I created was a system, which is a group of mechanics that all together creates something the player can do in the game. The system that I created was a AI system of sorts, we decided to create AI that would be programmed with a set pattern of movement since creating intelligent AI is […]