Browsing 'Graphics': Posts from Game Design and Graphics

Week 9 – Power up

Hello hello!
So during this and the past week I have been working on one of our power ups. In Magic Writer there are three power ups, one multi shot, or lightning, which kills all monsters on screen, the second one is freeze, which as it sounds, freezes all monsters and the third one called piercing, that kills all monsters in a specific lane. The later one is the one I have been working on.
When activating this power up it will […]

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Program: Graphics

Week 9 – Power up

Hello hello!
So during this and the past week I have been working on one of our power ups. In Magic Writer there are three power ups, one multi shot, or lightning, which kills all monsters on screen, the second one is freeze, which as it sounds, freezes all monsters and the third one called piercing, that kills all monsters in a specific lane. The later one is the one I have been working on.
When activating this power up it will […]

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Program: Graphics

Dev Log VI

Mole munch är vår tagning på hur man gör ett arkadigt mullvadsspel där du skall undvika fienden som studsar mot väggarna och plocka upp grönsakerna. Man kan vara under jord där man är halvt skyddad från mullvadsfångarna. Ifall de ser en jordhög som man lämnar efter sig så kommer dem att fylla den med vatten.
Det grafiska uttrycket som vi söker till spelet är tänkt att vara av den enklare och mer tecknade stilen. Detta eftersom vi vill få spelaren att […]

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Program: Graphics

Dev Log VI

Mole munch är vår tagning på hur man gör ett arkadigt mullvadsspel där du skall undvika fienden som studsar mot väggarna och plocka upp grönsakerna. Man kan vara under jord där man är halvt skyddad från mullvadsfångarna. Ifall de ser en jordhög som man lämnar efter sig så kommer dem att fylla den med vatten.
Det grafiska uttrycket som vi söker till spelet är tänkt att vara av den enklare och mer tecknade stilen. Detta eftersom vi vill få spelaren att […]

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Program: Graphics

The Final Level

They never seem to end, these levels.
 
Levels have been remade, redesigned, rearranged and reevaluated at a ridiculous rate. The final outcome, purely from a design perspective, is fine. The levels flow nicely into each other and there seems to be a difficulty progression that suits our needs. Feedback from playtesters has, generally, been positive. The desired aesthetics are met. However, looking at the narrative, we fail to deliver.
 
Ambient Pressure does not deliver much narrative. The player is instantly thrown into […]

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Program: Graphics

The Final Level

They never seem to end, these levels.
 
Levels have been remade, redesigned, rearranged and reevaluated at a ridiculous rate. The final outcome, purely from a design perspective, is fine. The levels flow nicely into each other and there seems to be a difficulty progression that suits our needs. Feedback from playtesters has, generally, been positive. The desired aesthetics are met. However, looking at the narrative, we fail to deliver.
 
Ambient Pressure does not deliver much narrative. The player is instantly thrown into […]

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Program: Graphics

Space Dev 6 – Making friends

In an unusual sense of the phrase, as in this week (along with an assortment of random task nobody else had time to do) I made the sprite of the player thief’s friend and accomplice.
We’ve had some discussion along the road about what, in the setting, happens to the stuff the player steals. The concept doc wasn’t entirely clear on the matter, so eventually we settled for adding an additional character for the sole purpose of helping that make sense […]

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Program: Graphics

Space Dev 6 – Making friends

In an unusual sense of the phrase, as in this week (along with an assortment of random task nobody else had time to do) I made the sprite of the player thief’s friend and accomplice.
We’ve had some discussion along the road about what, in the setting, happens to the stuff the player steals. The concept doc wasn’t entirely clear on the matter, so eventually we settled for adding an additional character for the sole purpose of helping that make sense […]

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Program: Graphics

Enemy 2 attack artifact, and a little bit of projectiles

Hi again, time for the weekly update and it is about animation!
I have been working on a more animation this week, regarding the attack animation for Enemy 2 and its projectile design.
You should all be familiar with my animation workflow by now since I have been writing about animation on almost every post for the past few weeks. I will to a short summary for you who are not familiar with it. It is all based on having a solid […]

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Program: Graphics

Enemy 2 attack artifact, and a little bit of projectiles

Hi again, time for the weekly update and it is about animation!
I have been working on a more animation this week, regarding the attack animation for Enemy 2 and its projectile design.
You should all be familiar with my animation workflow by now since I have been writing about animation on almost every post for the past few weeks. I will to a short summary for you who are not familiar with it. It is all based on having a solid […]

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Program: Graphics

GAME DEVELOPMENT WEEKLY BLOG POST NR6. WRAPPING THINGS UP

Last week blog post for this course has finally arrived!
This week have been about to strap things up for the final version of our game. I have done some small changes to the game that I will write a bit about.
In the last week blog post I wrote about how I made the buttons and finishing up the background for the main menu. This week I did some small changes as adding who has done our music in our game, […]

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Program: Graphics

GAME DEVELOPMENT WEEKLY BLOG POST NR6. WRAPPING THINGS UP

Last week blog post for this course has finally arrived!
This week have been about to strap things up for the final version of our game. I have done some small changes to the game that I will write a bit about.
In the last week blog post I wrote about how I made the buttons and finishing up the background for the main menu. This week I did some small changes as adding who has done our music in our game, […]

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Program: Graphics

Week 9: Tutorial

This week, the group and I have worked on a possible tutorial for our game. We did not want it to be something the player has to go through and repeat every time they restart the game, but instead something that feels more optional to the player, or something they can simply ignore in case they already know how to play.
 
We already have a separate part of the level which is dedicated to teaching the player things – it consists […]

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Program: Graphics

Week 9: Tutorial

This week, the group and I have worked on a possible tutorial for our game. We did not want it to be something the player has to go through and repeat every time they restart the game, but instead something that feels more optional to the player, or something they can simply ignore in case they already know how to play.
 
We already have a separate part of the level which is dedicated to teaching the player things – it consists […]

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Program: Graphics

New lava monster

This is the week of our crunch. Next week I plan to dedicate to writing reports and maybe doing some small tweaks on the game. We have made some changes to our gameplay since the property system was not clear enough. Before we had four types of enemies and four types of items and that lead to some confusion. It was clear to most people that ice dealt more damages towards fire and vice versa but the connection between dead […]

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Program: Graphics

New lava monster

This is the week of our crunch. Next week I plan to dedicate to writing reports and maybe doing some small tweaks on the game. We have made some changes to our gameplay since the property system was not clear enough. Before we had four types of enemies and four types of items and that lead to some confusion. It was clear to most people that ice dealt more damages towards fire and vice versa but the connection between dead […]

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Program: Graphics

Creating a Sound Wave Charge Meter

In my last blog post, I wrote about how I animated a huge sound wave that will move over the screen and destroy any enemies that comes in its way. The attack is charged by rapidly tapping a key until the attack is ready. To show when the sound wave is ready to be launched, I have created a meter that fills up while you tap the key.
I re-used the score multiplier that […]

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Program: Graphics

Creating a Sound Wave Charge Meter

In my last blog post, I wrote about how I animated a huge sound wave that will move over the screen and destroy any enemies that comes in its way. The attack is charged by rapidly tapping a key until the attack is ready. To show when the sound wave is ready to be launched, I have created a meter that fills up while you tap the key.
I re-used the score multiplier that […]

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Program: Graphics

Creating a Sound Wave Charge Meter

In my last blog post, I wrote about how I animated a huge sound wave that will move over the screen and destroy any enemies that comes in its way. The attack is charged by rapidly tapping a key until the attack is ready. To show when the sound wave is ready to be launched, I have created a meter that fills up while you tap the key.
I re-used the score multiplier that […]

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Program: Graphics

Creating a Sound Wave Charge Meter

In my last blog post, I wrote about how I animated a huge sound wave that will move over the screen and destroy any enemies that comes in its way. The attack is charged by rapidly tapping a key until the attack is ready. To show when the sound wave is ready to be launched, I have created a meter that fills up while you tap the key.
I re-used the score multiplier that […]

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Program: Graphics

Touching up on the UI.

This week I took to finishing the task of changing the UI to better fit our control scheme and to make it feel more intuitive to use and look at. Our previous UI featured bars to help the player keep track of pickups, powerups, glowsticks and to notify the player when he or she carried to much or a heavy object, as well as a score counter. They were all aligned vertically on the left edge of the screen.
This was […]

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Program: Graphics

Touching up on the UI.

This week I took to finishing the task of changing the UI to better fit our control scheme and to make it feel more intuitive to use and look at. Our previous UI featured bars to help the player keep track of pickups, powerups, glowsticks and to notify the player when he or she carried to much or a heavy object, as well as a score counter. They were all aligned vertically on the left edge of the screen.
This was […]

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Program: Graphics

Week 9 of the Piñata – Sprite monkey

The final week of the project is almost here and the game Night of the Piñata is in its final stage of polish. The graphics for the game is just about done and the few things that get a new finish are the objects I made over the weeks.
The objects in the game have all been designed to fit with the theme of the festival Dia de los Muertos. They are colorful and festive, but have been mostly static up […]

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Program: Graphics

Week 9 of the Piñata – Sprite monkey

The final week of the project is almost here and the game Night of the Piñata is in its final stage of polish. The graphics for the game is just about done and the few things that get a new finish are the objects I made over the weeks.
The objects in the game have all been designed to fit with the theme of the festival Dia de los Muertos. They are colorful and festive, but have been mostly static up […]

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Program: Graphics