Author Archives: Sebastian Wallin
Making a hunter
Without danger I think our game would fall flat. It’s not that fun flying aroud in the darkness without some tension. from the start we said that there should be at least three enemies in our game and we started off by makinig the hunters. I wanted everything in our game to feel alive and therefore i didn’t want the hunters just standing in one position.
Idle state
At the start of a new game, the player is not close enough to […]
Making a hunter
Without danger I think our game would fall flat. It’s not that fun flying aroud in the darkness without some tension. from the start we said that there should be at least three enemies in our game and we started off by makinig the hunters. I wanted everything in our game to feel alive and therefore i didn’t want the hunters just standing in one position.
Idle state
At the start of a new game, the player is not close enough to […]
Getting a child’s attention
We have basic behavior for the children in our game, as you can see in my blog post “Making a child behave”, but I want to reach further into the depths of a child’s mind and implement attention. The children can currently be idle, lost or follow you blindly, but what if there is a pretty shining light nearby? Shouldn’t that distract them? What if there is an enemy chasing them? Should their focus not be on getting away?
I am […]
Getting a child’s attention
We have basic behavior for the children in our game, as you can see in my blog post “Making a child behave”, but I want to reach further into the depths of a child’s mind and implement attention. The children can currently be idle, lost or follow you blindly, but what if there is a pretty shining light nearby? Shouldn’t that distract them? What if there is an enemy chasing them? Should their focus not be on getting away?
I am […]
Navigating through the darkness
Our game is a very dark one, therefore its important that the player have some means of navigation. In the original concept document, the player was supposed to use some sort of coneshaped sonar fireing strait ahead, but I felt like that might not be engough, at least not for the more open world labyrinth we had in mind. Like for instant, an enemy could sneak up behind you and kill you without you knowing what hit you.
Instead me and […]
Navigating through the darkness
Our game is a very dark one, therefore its important that the player have some means of navigation. In the original concept document, the player was supposed to use some sort of coneshaped sonar fireing strait ahead, but I felt like that might not be engough, at least not for the more open world labyrinth we had in mind. Like for instant, an enemy could sneak up behind you and kill you without you knowing what hit you.
Instead me and […]
Making a child’s behaviour
We are currently making a game about a moth trying to rescue her children during a dark night, therfore the the children are a very important part of the game. The main objective is to find them in and bring them to safety. One of our main goals is to create a bond between the player and the children. The player should feel protective of the children and loss upon losing a child. To create those feelings I will attempt […]
Making a child’s behaviour
We are currently making a game about a moth trying to rescue her children during a dark night, therfore the the children are a very important part of the game. The main objective is to find them in and bring them to safety. One of our main goals is to create a bond between the player and the children. The player should feel protective of the children and loss upon losing a child. To create those feelings I will attempt […]