Browsing 'Graphics': Posts from Game Design and Graphics

Week 6: Animating in photoshop.

Hello!
This week I finally started working on animating. In Photoshop CC no less, a program that I had no idea you could animate in until just a couple of weeks ago. The only animations I’ve done so far has been an assignment for my graphics course, which consisted of a walk cycle for a stickman, and some pixel animations for a GameJam game in GameMaker nearly five months ago. There was also the time in Macromedia Flash about five or […]

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Program: Graphics

Week 6: Animating in photoshop.

Hello!
This week I finally started working on animating. In Photoshop CC no less, a program that I had no idea you could animate in until just a couple of weeks ago. The only animations I’ve done so far has been an assignment for my graphics course, which consisted of a walk cycle for a stickman, and some pixel animations for a GameJam game in GameMaker nearly five months ago. There was also the time in Macromedia Flash about five or […]

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Program: Graphics

Week 6 – Level details

Hello hello!
So last week I got the task to design some vacation details to add to the beach in our version of Magic Writer. This was mostly to increase the impression of our wizard being on a vacation and on a relaxing beach, not expecting the incoming monsters. The details would work as a stop for our character, since the beach would be quite wide we wanted to narrow it down so that the lanes that the wizard can jump […]

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Program: Graphics

Week 6 – Level details

Hello hello!
So last week I got the task to design some vacation details to add to the beach in our version of Magic Writer. This was mostly to increase the impression of our wizard being on a vacation and on a relaxing beach, not expecting the incoming monsters. The details would work as a stop for our character, since the beach would be quite wide we wanted to narrow it down so that the lanes that the wizard can jump […]

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Program: Graphics

Magic Writer – Blogpost 3

Another week of production, another week of blogging.
It feels like I will not have that much to say today due to this week not being so productive, at least on my part. This is partly due to a small change that the group agreed on, and that was to change the sound that came when the player successfully casted a spell. We had earlier decided on a “poof” sound for when the thought bubble disappeared in a cloud of smoke, […]

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Program: Graphics

Magic Writer – Blogpost 3

Another week of production, another week of blogging.
It feels like I will not have that much to say today due to this week not being so productive, at least on my part. This is partly due to a small change that the group agreed on, and that was to change the sound that came when the player successfully casted a spell. We had earlier decided on a “poof” sound for when the thought bubble disappeared in a cloud of smoke, […]

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Program: Graphics

Ambient Pressure – Level 2

This week I experienced the worst possible pain imaginable when working on something. I lost it all. To cut to the chase, the valuable lesson here is to save constantly. I’ve always been bad at it, I’ve tasted this sour fruit before, and still I didn’t do it. Several days of work was lost as I accidentally forced shut all applications when restarting my computer, and about 5 complete levels were lost. This should not be happening.
 
So here, in this […]

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Program: Graphics

Ambient Pressure – Level 2

This week I experienced the worst possible pain imaginable when working on something. I lost it all. To cut to the chase, the valuable lesson here is to save constantly. I’ve always been bad at it, I’ve tasted this sour fruit before, and still I didn’t do it. Several days of work was lost as I accidentally forced shut all applications when restarting my computer, and about 5 complete levels were lost. This should not be happening.
 
So here, in this […]

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Program: Graphics

Game development – Introduction: Week 5

This week (besides reworking the defense-plant unit animation as we were advised to do at our alpha-presentation) I’ve started working on redesigns for the enemies in the game, more specifically the melee enemy and its walk animation. The reason for this is to make them more in line with the style of the game and adjust the designs to better reflect their function. The previous design for the melee enemy was nice but was too close silhouette-wise to the ranged […]

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Program: Graphics

Game development – Introduction: Week 5

This week (besides reworking the defense-plant unit animation as we were advised to do at our alpha-presentation) I’ve started working on redesigns for the enemies in the game, more specifically the melee enemy and its walk animation. The reason for this is to make them more in line with the style of the game and adjust the designs to better reflect their function. The previous design for the melee enemy was nice but was too close silhouette-wise to the ranged […]

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Program: Graphics

The sound of suffocation


This week I have been working on developing the sound for power ups and state artifacts for our game. The one I will describe today is the state-sound for when the avatar lacks of oxygen. Since the avatar is underwater during the entire gameplay, she has a tank on her back that delivers oxygen. The amount of oxygen is displayed on the hud along with ammo and the amount of samples that the player has collected. As time goes, […]

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Program: Graphics

The sound of suffocation


This week I have been working on developing the sound for power ups and state artifacts for our game. The one I will describe today is the state-sound for when the avatar lacks of oxygen. Since the avatar is underwater during the entire gameplay, she has a tank on her back that delivers oxygen. The amount of oxygen is displayed on the hud along with ammo and the amount of samples that the player has collected. As time goes, […]

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Program: Graphics

Game Dev: Digging tunnels and flooding them (Group 13)

Hi!
This week, I have been helping out on the programming side of Mole Munch. I started programming for the team last week during the days leading up to the alpha, and have continued helping out with that this week.
My task this week was to work on the tunnel system, which I consider one of our core mechanics. Mole Munch is about constantly switching between surface and dig mode, avoiding gardeners on the surface and water spreading in your tunnel below ground. […]

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Program: Graphics

Game Dev: Digging tunnels and flooding them (Group 13)

Hi!
This week, I have been helping out on the programming side of Mole Munch. I started programming for the team last week during the days leading up to the alpha, and have continued helping out with that this week.
My task this week was to work on the tunnel system, which I consider one of our core mechanics. Mole Munch is about constantly switching between surface and dig mode, avoiding gardeners on the surface and water spreading in your tunnel below ground. […]

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Program: Graphics

Weekly assignment #3 Enemy character – Again.

Hello again!
So this week has been some what of a rerun of the first week. During the first weeks we decided to go with an isometric perspective of our game to play at our strong side, since we were twice the graphic students than we are programmers (4/2). Some problems came and up and our group didn’t have the knowledge to implement isometric graphic to an isometric view. This left us with isometric graphic, which could not be implemented to […]

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Program: Graphics

Weekly assignment #3 Enemy character – Again.

Hello again!
So this week has been some what of a rerun of the first week. During the first weeks we decided to go with an isometric perspective of our game to play at our strong side, since we were twice the graphic students than we are programmers (4/2). Some problems came and up and our group didn’t have the knowledge to implement isometric graphic to an isometric view. This left us with isometric graphic, which could not be implemented to […]

/ Comments Off on Weekly assignment #3 Enemy character – Again.
Program: Graphics

Weekly assignment #3 Enemy character – Again.

Hello again!
So this week has been some what of a rerun of the first week. During the first weeks we decided to go with an isometric perspective of our game to play at our strong side, since we were twice the graphic students than we are programmers (4/2). Some problems came and up and our group didn’t have the knowledge to implement isometric graphic to an isometric view. This left us with isometric graphic, which could not be implemented to […]

/ Comments Off on Weekly assignment #3 Enemy character – Again.
Program: Graphics

Weekly assignment #3 Enemy character – Again.

Hello again!
So this week has been some what of a rerun of the first week. During the first weeks we decided to go with an isometric perspective of our game to play at our strong side, since we were twice the graphic students than we are programmers (4/2). Some problems came and up and our group didn’t have the knowledge to implement isometric graphic to an isometric view. This left us with isometric graphic, which could not be implemented to […]

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Program: Graphics

Blogpost III – Fancy Mansion

Animating the Equipped Armour
This week I have assigned myself the task to animate the armor while equipped, or worn, by the protagonist. Since I have not done that many animations before this was quite a high risk task. But I decided to try anyway since we have a lot of work to do and be done with until the Beta. To make it seem like less work I assigned me the side (right an left) animation, but I have in […]

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Program: Graphics

Blogpost III – Fancy Mansion

Animating the Equipped Armour
This week I have assigned myself the task to animate the armor while equipped, or worn, by the protagonist. Since I have not done that many animations before this was quite a high risk task. But I decided to try anyway since we have a lot of work to do and be done with until the Beta. To make it seem like less work I assigned me the side (right an left) animation, but I have in […]

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Program: Graphics

Game Production: Feature 3

This week I have been working on the HUD (Heads Up Display), polishing what I already had done previous weeks, and creating some new elements.
The first element I worked on was the health-bar for the player character. I wanted the HUD to feel integrated with the theme of the game. The theme being the forest, I decided on branches or roots for the health-bar outline. This was my first iteration:

But after testing this with the temporary background colour […]

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Program: Graphics

Game Production: Feature 3

This week I have been working on the HUD (Heads Up Display), polishing what I already had done previous weeks, and creating some new elements.
The first element I worked on was the health-bar for the player character. I wanted the HUD to feel integrated with the theme of the game. The theme being the forest, I decided on branches or roots for the health-bar outline. This was my first iteration:

But after testing this with the temporary background colour […]

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Program: Graphics

Multiple Iterations of Enemy 1

This week I’ve revisited the animation for enemy 1, after receiving very helpful critique.
The main issue people had with my first animation was the fact that it was very static. People was expecting more dynamic movements from enemy 1. Something representing the enemy’s “walk cycle”, actually seeing the alien shell move along with the body and the big teeth opening and closing.
So what do you do when you have a finished animation and you need to apply so many changes […]

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Program: Graphics

Multiple Iterations of Enemy 1

This week I’ve revisited the animation for enemy 1, after receiving very helpful critique.
The main issue people had with my first animation was the fact that it was very static. People was expecting more dynamic movements from enemy 1. Something representing the enemy’s “walk cycle”, actually seeing the alien shell move along with the body and the big teeth opening and closing.
So what do you do when you have a finished animation and you need to apply so many changes […]

/ Comments Off on Multiple Iterations of Enemy 1
Program: Graphics