Browsing 'Graphics': Posts from Game Design and Graphics

Dragon Song Blogpost 4

Art
Interesting week. My work on the background image never feels done. There is always something that I want to add or change, but this week it has not been as clear to me as to what need to be changed or added. I have been struggling a bit with how flat the image looked in some places. Especially on the mountain in the background because it had large surfaces of basiclly the same color. I have also tried to emphasize […]

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Program: Graphics

Dragon Song Blogpost 4

Art
Interesting week. My work on the background image never feels done. There is always something that I want to add or change, but this week it has not been as clear to me as to what need to be changed or added. I have been struggling a bit with how flat the image looked in some places. Especially on the mountain in the background because it had large surfaces of basiclly the same color. I have also tried to emphasize […]

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Program: Graphics

Dragon’s Song Power Ups – Let’s Hans Zimmer This Thing

This week saw us running into some really stiff problems that in the end meant we likely cannot do our game the way we wanted it. A very stubborn problem with sound latency that even the teachers can’t seem to solve means we now have to abandon the rhythmical aspects of our gameplay. This means redesign only 3 weeks before final and just a few days before beta playtesting. We feel safe in the knowledge that we’ve done a thorough […]

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Program: Graphics

Dragon’s Song Power Ups – Let’s Hans Zimmer This Thing

This week saw us running into some really stiff problems that in the end meant we likely cannot do our game the way we wanted it. A very stubborn problem with sound latency that even the teachers can’t seem to solve means we now have to abandon the rhythmical aspects of our gameplay. This means redesign only 3 weeks before final and just a few days before beta playtesting. We feel safe in the knowledge that we’ve done a thorough […]

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Program: Graphics

Week 7 – Bursting bubble

Week seven is nearly over and this week I have been working on even more sprites.
In our version of the game Magic Writer we decided to design a bubble where the items the magician is about to throw will spawn. So as soon as the player has decided and successfully typed in the word for one of the three items showed, this item will end up in the magic bubble. As soon as the item appears in the bubble the […]

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Program: Graphics

Week 7 – Bursting bubble

Week seven is nearly over and this week I have been working on even more sprites.
In our version of the game Magic Writer we decided to design a bubble where the items the magician is about to throw will spawn. So as soon as the player has decided and successfully typed in the word for one of the three items showed, this item will end up in the magic bubble. As soon as the item appears in the bubble the […]

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Program: Graphics

GAME DEVELOPMENT WEEKLY BLOG POST NR4. MAIN MENU

This week I am working with the main menu for the game, so pretty much I have only been sketching and drawing the whole week this far. Most of the time I have been drawing some different backgrounds, which have take more hours then I thought it should. This is because I am not the fastest artist but I am perfectionist and want everything should be as good as it can be. Also I think the main menu is important […]

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Program: Graphics

GAME DEVELOPMENT WEEKLY BLOG POST NR4. MAIN MENU

This week I am working with the main menu for the game, so pretty much I have only been sketching and drawing the whole week this far. Most of the time I have been drawing some different backgrounds, which have take more hours then I thought it should. This is because I am not the fastest artist but I am perfectionist and want everything should be as good as it can be. Also I think the main menu is important […]

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Program: Graphics

Open wide

This week I finished Alien 02’s primary attack animation.
The alien, unlike its predecessor, will not fire projectiles but will instead extrude its tongue in an attempt to latch on to the player character. The tongue will do damage over time and paralyze the player, making them unable to react; move or fire for a certain period of time. The tongue will also pull the player character towards the alien’s mouth and if the player character is close enough to the […]

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Program: Graphics

Open wide

This week I finished Alien 02’s primary attack animation.
The alien, unlike its predecessor, will not fire projectiles but will instead extrude its tongue in an attempt to latch on to the player character. The tongue will do damage over time and paralyze the player, making them unable to react; move or fire for a certain period of time. The tongue will also pull the player character towards the alien’s mouth and if the player character is close enough to the […]

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Program: Graphics

Monster animations

It is starting to get close to the Beta and that is therefore what we have decided to focus on this week. The programmers are focusing on implementing power ups, sounds and the wave system. The artists are working hard to get the graphical parts ready to complement the programming. My part in this is to create an alternate background to represent the freeze power up and making some animations for the enemies. In this post I will focus on […]

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Program: Graphics

Monster animations

It is starting to get close to the Beta and that is therefore what we have decided to focus on this week. The programmers are focusing on implementing power ups, sounds and the wave system. The artists are working hard to get the graphical parts ready to complement the programming. My part in this is to create an alternate background to represent the freeze power up and making some animations for the enemies. In this post I will focus on […]

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Program: Graphics

Level Order

This week is, hopefully, the last week I will be doing levels for the game. A total number of 6 levels are completed. I do not keep tabs on exactly how many I have discarded, but many. Designing levels is much tougher than I expected, and it became much worse when trying to make the levels flow together coherently and beautifully enough to make it feel like a fun experience. And that is what this blog post is going to be […]

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Program: Graphics

Level Order

This week is, hopefully, the last week I will be doing levels for the game. A total number of 6 levels are completed. I do not keep tabs on exactly how many I have discarded, but many. Designing levels is much tougher than I expected, and it became much worse when trying to make the levels flow together coherently and beautifully enough to make it feel like a fun experience. And that is what this blog post is going to be […]

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Program: Graphics

Week 7: Armour animation

Above: Early concept sketch of armour
This week I have worked on one of the major power-ups in our game – the steampunk armour. The player can find the armour standing around in the mansion, and when picked up, the player puts it on and continues the game wearing the armour. This creates the need for a second set of player animations, where the character wears the armour, which is what I’ve been working on.
As the armor was one of the […]

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Program: Graphics

Week 7: Armour animation

Above: Early concept sketch of armour
This week I have worked on one of the major power-ups in our game – the steampunk armour. The player can find the armour standing around in the mansion, and when picked up, the player puts it on and continues the game wearing the armour. This creates the need for a second set of player animations, where the character wears the armour, which is what I’ve been working on.
As the armor was one of the […]

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Program: Graphics

Weekly assignment #4 – Enemy character animations – again.

Hello people!
So these last weeks posts will be very repetitive since I will do all I have done all over again. It doesn’t seems to be moving forward and that has put me in sort of a bad mood. This week I was supposed to do the enemy character animations;

Enemy walk cycle (character walking around)
Enemy flood (character using its water hose to fill up the ground with water)
Enemy catch mole (character catching the mole when coming in contact)

The walk cycle […]

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Program: Graphics

Weekly assignment #4 – Enemy character animations – again.

Hello people!
So these last weeks posts will be very repetitive since I will do all I have done all over again. It doesn’t seems to be moving forward and that has put me in sort of a bad mood. This week I was supposed to do the enemy character animations;

Enemy walk cycle (character walking around)
Enemy flood (character using its water hose to fill up the ground with water)
Enemy catch mole (character catching the mole when coming in contact)

The walk cycle […]

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Program: Graphics

Space Shooter Project. Blog 4. Eagle Animation

So for this week I am going to go through a movement animation for one of our game enemies – The Eagle. It is not one of the higher priority animations for our game however which is why its creation has been delayed quite a bit. It is also not entirely completed yet, but an atlas has been made so the programmers have something to use and try the basic animation with. So a short summary of what part the […]

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Program: Graphics

Space Shooter Project. Blog 4. Eagle Animation

So for this week I am going to go through a movement animation for one of our game enemies – The Eagle. It is not one of the higher priority animations for our game however which is why its creation has been delayed quite a bit. It is also not entirely completed yet, but an atlas has been made so the programmers have something to use and try the basic animation with. So a short summary of what part the […]

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Program: Graphics

Even more level design!

This week, I continued to work on Day of the Piñata’s level design, trying to get as much of the game’s features into the playable session as possible.
 
What I did was to attach a couple of background images for our game (made by Erik) into a single large image that represented a whole level. Together, the backgrounds created an image over 37 000 pixels wide. I then added images of enemies and objects to the picture so that programmers could […]

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Program: Graphics

Even more level design!

This week, I continued to work on Day of the Piñata’s level design, trying to get as much of the game’s features into the playable session as possible.
 
What I did was to attach a couple of background images for our game (made by Erik) into a single large image that represented a whole level. Together, the backgrounds created an image over 37 000 pixels wide. I then added images of enemies and objects to the picture so that programmers could […]

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Program: Graphics

Animation artifact

Time for the 3rd post about animating in Photoshop. Yes it’s probably very repetative to read all this, but imagine actually being the person working on it haha. Serioulsy though I was very burned out working on this last week but something refilled my energy and I’ve been doing some proper work again.
So what is the work I’ve been doing? I’ve actually not been animating, well a little bit but mostly correcting small errors in the animation. For example adding […]

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Program: Graphics

Animation artifact

Time for the 3rd post about animating in Photoshop. Yes it’s probably very repetative to read all this, but imagine actually being the person working on it haha. Serioulsy though I was very burned out working on this last week but something refilled my energy and I’ve been doing some proper work again.
So what is the work I’ve been doing? I’ve actually not been animating, well a little bit but mostly correcting small errors in the animation. For example adding […]

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Program: Graphics