Browsing 'Graphics': Posts from Game Design and Graphics
Comment week 3
Hello,
(William Teurnell, Team Poltergeist)
I enjoyed your post. It is systematic and comprehensible in an easy-to-follow way. You lead the reader into the text well by having a form of short introduction; your main point is summed up early. The same goes for the ending, where you sum up the points that you’ve made. I do, however, notice certain lacks of clarity at places. The fourth paragraph, regarding Trello, is somewhat unclear to me. I did not understand at first that […]
Comment week 3
Hello,
(William Teurnell, Team Poltergeist)
I enjoyed your post. It is systematic and comprehensible in an easy-to-follow way. You lead the reader into the text well by having a form of short introduction; your main point is summed up early. The same goes for the ending, where you sum up the points that you’ve made. I do, however, notice certain lacks of clarity at places. The fourth paragraph, regarding Trello, is somewhat unclear to me. I did not understand at first that […]
Comment week 2
(William Teurnell, Group Poltergeist)
You describe in good detail how you went about learning a new field. You briefly touch upon problems you have encountered, though you are quite vague in their description; you mention that most problems were small-scale, and then give an example of a technical issue you had (adding samples to LMMS). You don’t, however, mention any other problems, even though you imply that you had more. Perhaps you could go into greater detail into what different kinds […]
Comment week 2
(William Teurnell, Group Poltergeist)
You describe in good detail how you went about learning a new field. You briefly touch upon problems you have encountered, though you are quite vague in their description; you mention that most problems were small-scale, and then give an example of a technical issue you had (adding samples to LMMS). You don’t, however, mention any other problems, even though you imply that you had more. Perhaps you could go into greater detail into what different kinds […]
Making one’s great ideas actually noticeable
As the name suggests, the core aesthetic of Friendship Down is friendship and comradery. In pursuit of this goal, the game was designed around a specific core mechanic: the player is given an activated ability that produces a shield with which the player can ward off enemy projectiles, potentially protecting both themselves and the Friends (allied NPCs that fight alongside the player. Within the context of the game these are referred to as the Friends). From this core design choice, […]
Making one’s great ideas actually noticeable
As the name suggests, the core aesthetic of Friendship Down is friendship and comradery. In pursuit of this goal, the game was designed around a specific core mechanic: the player is given an activated ability that produces a shield with which the player can ward off enemy projectiles, potentially protecting both themselves and the Friends (allied NPCs that fight alongside the player. Within the context of the game these are referred to as the Friends). From this core design choice, […]
Blog 5: Playtesting
It’s always important that the players understand your game. To make sure of that, and to receive feedback and critique to improve your game, it’s good to have several playtesting sessions. When you are developing a game it’s often easy to become “blind” and not notice things that are unclear or don’t make sense in the game. We’ve had two playtesting sessions during the development of the shoot em up game, Alpha and Beta.
So, how did the playtesting affect my development?
We received […]
Blog 5: Playtesting
It’s always important that the players understand your game. To make sure of that, and to receive feedback and critique to improve your game, it’s good to have several playtesting sessions. When you are developing a game it’s often easy to become “blind” and not notice things that are unclear or don’t make sense in the game. We’ve had two playtesting sessions during the development of the shoot em up game, Alpha and Beta.
So, how did the playtesting affect my development?
We received […]
Entry #5: The Beauty of External Inputs
What´s good, my people. We have at this point all done our share of play-testing and had our games play-tested by others. I love these opportunities to get a look at other groups’ development strategies and ways of thinking/planning. It gives a unique and nuanced perspective on both design and production. There is truly a million ways to make a game. One of the most important thing to figure out is if your game fulfills your overarching aesthetic goal (heavy machinery […]
Entry #5: The Beauty of External Inputs
What´s good, my people. We have at this point all done our share of play-testing and had our games play-tested by others. I love these opportunities to get a look at other groups’ development strategies and ways of thinking/planning. It gives a unique and nuanced perspective on both design and production. There is truly a million ways to make a game. One of the most important thing to figure out is if your game fulfills your overarching aesthetic goal (heavy machinery […]
Project Earth-Shatter
I have always feared what losing/breaking hands and fingers would mean for me as a gamer. It´s hard to imagine.
Project Earth-Shatter is recruiting
We want to make a game with a physiologically inclusive alternative controller that can be played completely without hands or arms.
We are looking for Two Calculated Coders and One Devilishly Handsome Designer.
At the moment, we are three Artists and a competent captain at the helms as Project Manager.
Many are without groups still. If you know someone who needs […]
Project Earth-Shatter
I have always feared what losing/breaking hands and fingers would mean for me as a gamer. It´s hard to imagine.
Project Earth-Shatter is recruiting
We want to make a game with a physiologically inclusive alternative controller that can be played completely without hands or arms.
We are looking for Two Calculated Coders and One Devilishly Handsome Designer.
At the moment, we are three Artists and a competent captain at the helms as Project Manager.
Many are without groups still. If you know someone who needs […]
Playtesting
First playtest :
The first playtest for the alpha was an important milestone for our group as we had been putting on hold design choises and art syle choice until we would get proper feedback.
When it comes to the art style, we have found that most people enjoyed the black, white and grey palette and found the idea of playing on the pages of a book interesting and that it set our game apart from the other umibozu groups.
From the point […]
Playtesting
First playtest :
The first playtest for the alpha was an important milestone for our group as we had been putting on hold design choises and art syle choice until we would get proper feedback.
When it comes to the art style, we have found that most people enjoyed the black, white and grey palette and found the idea of playing on the pages of a book interesting and that it set our game apart from the other umibozu groups.
From the point […]
Playtesting and development changes
The playtest went fairly well for our group. Despite of that, in the first 40 minutes of the playtest our game broke, and our programmer was sick- but was made functioning again by or game designer, this meant that we lost some playtest time and did not get as many results as we could have. We did get a lot of useful information from them though, that changed a lot of aspects in the game. For example, a lot of […]
Playtesting and development changes
The playtest went fairly well for our group. Despite of that, in the first 40 minutes of the playtest our game broke, and our programmer was sick- but was made functioning again by or game designer, this meant that we lost some playtest time and did not get as many results as we could have. We did get a lot of useful information from them though, that changed a lot of aspects in the game. For example, a lot of […]
Feedback 4
Feedback on: https://gd2developmentas.wordpress.com/2018/03/01/blog-4/
I really like that you explain that, instead of just scaling up a squid you instead researched similar real life animals to base your enemy on – think that does show up in the final design and gives it a more grounded feeling. Something I was wondering about was on the subject of you choosing to do more squash and stretch in this enemy than the one before, of course the structure of a squid does […]
Feedback 4
Feedback on: https://gd2developmentas.wordpress.com/2018/03/01/blog-4/
I really like that you explain that, instead of just scaling up a squid you instead researched similar real life animals to base your enemy on – think that does show up in the final design and gives it a more grounded feeling. Something I was wondering about was on the subject of you choosing to do more squash and stretch in this enemy than the one before, of course the structure of a squid does […]
Power up- Cormorant
For the power up, we decided to create a bird called a cormorant, with one full animation to it.
As for the cormorant animation, I would argue that I failed. The bird fits the aesthetic of the game graphics-vise, and the animation, although it is a little bit too non-exaggerated (I would have liked to give it two or three more frames of animation for when the wings are in it´s nethermost position to truly make it look like it´s completing […]
Power up- Cormorant
For the power up, we decided to create a bird called a cormorant, with one full animation to it.
As for the cormorant animation, I would argue that I failed. The bird fits the aesthetic of the game graphics-vise, and the animation, although it is a little bit too non-exaggerated (I would have liked to give it two or three more frames of animation for when the wings are in it´s nethermost position to truly make it look like it´s completing […]
Feedback 3
Feedback on: https://limegamedevelopment.wordpress.com/2018/02/15/crates/comment-page-1/#comment-16
Nice execution, all design decisions are explained and justified. Would be nice to see the original design to see how much of it has changed. I would have liked to know if different crates have different purposes, and if the different ones that are assigned for power ups, healths etc – and if their purposes where taken into consideration when designing the shapes and silhouettes of the barrels.
Would be nice to see the barrels implemented […]
Feedback 3
Feedback on: https://limegamedevelopment.wordpress.com/2018/02/15/crates/comment-page-1/#comment-16
Nice execution, all design decisions are explained and justified. Would be nice to see the original design to see how much of it has changed. I would have liked to know if different crates have different purposes, and if the different ones that are assigned for power ups, healths etc – and if their purposes where taken into consideration when designing the shapes and silhouettes of the barrels.
Would be nice to see the barrels implemented […]