Browsing 'Graphics': Posts from Game Design and Graphics

Creating a score multiplier

Score is an important part of our space shooter-game. To make the player want to come back and play our levels, we have implemented high score. When you hit enemies close to the beat, you will start to build up a score multiplier which gives you a higher score. Therefore you will get a higher score when you practice the different levels over and over again.
To show the player how well he or she is doing, I have created a score multiplier […]

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Program: Graphics

Creating a score multiplier

Score is an important part of our space shooter-game. To make the player want to come back and play our levels, we have implemented high score. When you hit enemies close to the beat, you will start to build up a score multiplier which gives you a higher score. Therefore you will get a higher score when you practice the different levels over and over again.
To show the player how well he or she is doing, I have created a score multiplier […]

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Program: Graphics

Level/Room transitions!

Hello again!
This week I will cover an interesting problem I encountered this week. The solution to the issue is probably obvious, but…Hopefully some good suggestions will come out of the comments! 🙂
So, in order to get some clarity on the issue, I need to explain how our game will handle levels/rooms.
We will render out ONE room at a time, when we go into a new room, the old room we was in will basically be deleted, flushed out of the system […]

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Program: Graphics

Level/Room transitions!

Hello again!
This week I will cover an interesting problem I encountered this week. The solution to the issue is probably obvious, but…Hopefully some good suggestions will come out of the comments! 🙂
So, in order to get some clarity on the issue, I need to explain how our game will handle levels/rooms.
We will render out ONE room at a time, when we go into a new room, the old room we was in will basically be deleted, flushed out of the system […]

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Program: Graphics

Player Avatar Animations

Alright! Another Thursday, another game development post. A quick recap:
The game my group and I are working on is called The Fancy Mansion Heist, and it’s about a burglar breaking into the luxurious mansion of Mr. Otto von Fancy, a trigger happy elderly man. Your objective is to steal as many valuables as you can in the shortest amount of time possible, without being discovered by Otto, who will shoot you upon sight.
Now, my main task have been to animate the […]

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Program: Graphics

Player Avatar Animations

Alright! Another Thursday, another game development post. A quick recap:
The game my group and I are working on is called The Fancy Mansion Heist, and it’s about a burglar breaking into the luxurious mansion of Mr. Otto von Fancy, a trigger happy elderly man. Your objective is to steal as many valuables as you can in the shortest amount of time possible, without being discovered by Otto, who will shoot you upon sight.
Now, my main task have been to animate the […]

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Program: Graphics

Game Development –Introduction: Week 6

This week as my major task I’ve continued working on the melee enemy animations, this time the skill animation. It’s still not quite finished in color with all layers so I can’t present the finalized, perspective-corrected version.
So what I did first, was make a quick 6-frame sketch, like the one for the walk-animation. Most of the animations I’ve made for this game are confined to 6 frames. It looks well enough in-game and balances fluidity with time and effort spent. […]

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Program: Graphics

Game Development –Introduction: Week 6

This week as my major task I’ve continued working on the melee enemy animations, this time the skill animation. It’s still not quite finished in color with all layers so I can’t present the finalized, perspective-corrected version.
So what I did first, was make a quick 6-frame sketch, like the one for the walk-animation. Most of the animations I’ve made for this game are confined to 6 frames. It looks well enough in-game and balances fluidity with time and effort spent. […]

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Program: Graphics

Week 7: More animating!

Hello!
I’m finding it more difficult ever time I do this. I can’t really find anything to write about that I haven’t already written about, so this time I’ll be less technical about my animations, and just explain why I did them the way I did. If you’re interested in a more technical approach to how I animate, then I recommend checking out my previous post “Week 6: Animating in photoshop.”
This week I set out to animate the attack animations for […]

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Program: Graphics

Week 7: More animating!

Hello!
I’m finding it more difficult ever time I do this. I can’t really find anything to write about that I haven’t already written about, so this time I’ll be less technical about my animations, and just explain why I did them the way I did. If you’re interested in a more technical approach to how I animate, then I recommend checking out my previous post “Week 6: Animating in photoshop.”
This week I set out to animate the attack animations for […]

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Program: Graphics

Artifact 4

Artifact 4- Heartbeat Bat

Our game project is slowly coming to an end and most of our assignments are getting finished. This week I am going to write about my work on the dash effect that our bat is going to use in the game to get to different places faster. The dash effect will be available to use downwards, upwards and forward by double clicking the keyboard buttons “d”, “w” and “s”. Our group got inspiration from the game […]

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Program: Graphics

Artifact 4

Artifact 4- Heartbeat Bat

Our game project is slowly coming to an end and most of our assignments are getting finished. This week I am going to write about my work on the dash effect that our bat is going to use in the game to get to different places faster. The dash effect will be available to use downwards, upwards and forward by double clicking the keyboard buttons “d”, “w” and “s”. Our group got inspiration from the game […]

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Program: Graphics

Week 7 of Spelutveckling, introduktion. Cleaning up.

This week, I have been working on cleaning up, changing and fixing the different things I’ve worked on earlier.
So let’s start with the changes. The logger that I’ve been working on has gone having a green hood to a red hood. The green hood he had before blended in with the environment, and made the game harder to read. Me and the lead artist came to the solution to make the enemies in the game instead have a primarily red […]

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Program: Graphics

Week 7 of Spelutveckling, introduktion. Cleaning up.

This week, I have been working on cleaning up, changing and fixing the different things I’ve worked on earlier.
So let’s start with the changes. The logger that I’ve been working on has gone having a green hood to a red hood. The green hood he had before blended in with the environment, and made the game harder to read. Me and the lead artist came to the solution to make the enemies in the game instead have a primarily red […]

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Program: Graphics

Blogpost IV – Fancy Mansion

This week on animating the equipped armor
Last week I only animated the sideways walk cycles for the armor worn by the player. The task want better than I had expected and did not take as many hours as anticipated. Because of that I decided to make both the front and the back animation. At first, the only actual knowledge I had of making these kinds of walk cycles were that the legs had to be smaller when further away and […]

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Program: Graphics

Blogpost IV – Fancy Mansion

This week on animating the equipped armor
Last week I only animated the sideways walk cycles for the armor worn by the player. The task want better than I had expected and did not take as many hours as anticipated. Because of that I decided to make both the front and the back animation. At first, the only actual knowledge I had of making these kinds of walk cycles were that the legs had to be smaller when further away and […]

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Program: Graphics

Dev Log IV

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.
I detta inlägg så kommer jag att gå igenom min återanvändning av våra menyknappar. Dessa gick från att vara knappar till vår GUIs bakgrund. På detta […]

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Program: Graphics

Dev Log IV

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.
I detta inlägg så kommer jag att gå igenom min återanvändning av våra menyknappar. Dessa gick från att vara knappar till vår GUIs bakgrund. På detta […]

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Program: Graphics

Game Development Process Week 6

Hello again!
This week I have been working on some assets for the level of the game. This are things that is to be placed in the different room of our spaceship to make it feel more like an actual spaceship and that someone has lived there.
The first thing I started the week with was to animate the powercore of the engine that another person in my group made. He made the Engine and the core and then I made it […]

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Program: Graphics

Game Development Process Week 6

Hello again!
This week I have been working on some assets for the level of the game. This are things that is to be placed in the different room of our spaceship to make it feel more like an actual spaceship and that someone has lived there.
The first thing I started the week with was to animate the powercore of the engine that another person in my group made. He made the Engine and the core and then I made it […]

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Program: Graphics

Creating a UI for Fancy Mansion.

This week I took on  the job of creating a UI for our game. The different aspects that our UI had to cover was a way to count and visually represent score or the goal, visual representation of an inventory for our powerups, a way to show the player how many glowsticks he or she had left. The last two things we needed to show was an inventory or counter for the carry limit and a way to show the […]

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Program: Graphics

Creating a UI for Fancy Mansion.

This week I took on  the job of creating a UI for our game. The different aspects that our UI had to cover was a way to count and visually represent score or the goal, visual representation of an inventory for our powerups, a way to show the player how many glowsticks he or she had left. The last two things we needed to show was an inventory or counter for the carry limit and a way to show the […]

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Program: Graphics

Working on the HUD

It is the final week before the beta. There is lots to be done, and the team is working really hard to see everything finished and presentable.
My job this week has been to design the different components of the heads up display, or HUD. This means an inventory bar, a hand slot and a way of presenting the score.

The inventory
The inventory had to have four slots, and fit the steampunk theme of the game. This gave me a lot […]

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Program: Graphics

Working on the HUD

It is the final week before the beta. There is lots to be done, and the team is working really hard to see everything finished and presentable.
My job this week has been to design the different components of the heads up display, or HUD. This means an inventory bar, a hand slot and a way of presenting the score.

The inventory
The inventory had to have four slots, and fit the steampunk theme of the game. This gave me a lot […]

/ Comments Off on Working on the HUD
Program: Graphics