Browsing 'Graphics': Posts from Game Design and Graphics
Update!
I feel like there is hard to find any time to write here, but today I’ll give you a big update instead.
Well a while ago I participated in game jam which was an awesome experience. I was hard and stressful but fun as well. We didn’t finish our game because we put too much effort in art, while our programmer struggled with gamemaker. Afterwards it was amazing to watch what people had accomplished. My group decided we will finish the […]
Update!
I feel like there is hard to find any time to write here, but today I’ll give you a big update instead.
Well a while ago I participated in game jam which was an awesome experience. I was hard and stressful but fun as well. We didn’t finish our game because we put too much effort in art, while our programmer struggled with gamemaker. Afterwards it was amazing to watch what people had accomplished. My group decided we will finish the […]
Update!
I feel like there is hard to find any time to write here, but today I’ll give you a big update instead.
Well a while ago I participated in game jam which was an awesome experience. I was hard and stressful but fun as well. We didn’t finish our game because we put too much effort in art, while our programmer struggled with gamemaker. Afterwards it was amazing to watch what people had accomplished. My group decided we will finish the […]
Update!
I feel like there is hard to find any time to write here, but today I’ll give you a big update instead.
Well a while ago I participated in game jam which was an awesome experience. I was hard and stressful but fun as well. We didn’t finish our game because we put too much effort in art, while our programmer struggled with gamemaker. Afterwards it was amazing to watch what people had accomplished. My group decided we will finish the […]
Advanced Game Design – Board game progress w43
This week we have continued testing our game and tried implementing new features. We changed the theme of the game from mice running on the board to penguins skidding on ice, to relate better to the nature of the movement system we have (where you can only move in strait lines).
We have also tested different shapes of the board and concluded that a more stretched out playfield creates a bigger need for strategically choices when placing your movement-cards because […]
Advanced Game Design – Board game progress w43
This week we have continued testing our game and tried implementing new features. We changed the theme of the game from mice running on the board to penguins skidding on ice, to relate better to the nature of the movement system we have (where you can only move in strait lines).
We have also tested different shapes of the board and concluded that a more stretched out playfield creates a bigger need for strategically choices when placing your movement-cards because […]
Advanced Game Design – Board game progress w43
This week we have continued testing our game and tried implementing new features. We changed the theme of the game from mice running on the board to penguins skidding on ice, to relate better to the nature of the movement system we have (where you can only move in strait lines).
We have also tested different shapes of the board and concluded that a more stretched out playfield creates a bigger need for strategically choices when placing your movement-cards because […]
Advanced Game Design – Board game progress w43
This week we have continued testing our game and tried implementing new features. We changed the theme of the game from mice running on the board to penguins skidding on ice, to relate better to the nature of the movement system we have (where you can only move in strait lines).
We have also tested different shapes of the board and concluded that a more stretched out playfield creates a bigger need for strategically choices when placing your movement-cards because […]
CoBots at Tekniska museet
Today was the grand opening party for the new game exhibition at Tekniska museet in Stockholm. I was there with CoBots and gave people the chance to play our new version of the game. It feelt amazing to have people playing the game that I’ve been developing and for me to be able to stand behind them and watch the reaction. It was almost the same thing at GGC last spring, but this time it was even more people who […]
CoBots at Tekniska museet
Today was the grand opening party for the new game exhibition at Tekniska museet in Stockholm. I was there with CoBots and gave people the chance to play our new version of the game. It feelt amazing to have people playing the game that I’ve been developing and for me to be able to stand behind them and watch the reaction. It was almost the same thing at GGC last spring, but this time it was even more people who […]
Play testing, feedback and blaancing
During Monday we got a small meeting with Marcus, where we presented what our game was like, how to play it and what feedback we had gotten so far. He liked what the game sounded like. Unfortunatly it was a far too small debriefing session for us in …
Play testing, feedback and blaancing
During Monday we got a small meeting with Marcus, where we presented what our game was like, how to play it and what feedback we had gotten so far. He liked what the game sounded like. Unfortunatly it was a far too small debriefing session for us in …
Thursday: Feedback day
Three groups tested our game; I was only present when two of the groups played. Players quite easily grasped the concept and found it amusing, some more than others. The first group that played apparently though that the game should have more “power cards” with different variations, not just the dynamite.
We had already thought that we should implement different kinds of power cards, knowing that more people wanted us to do it feels reassuring. We will try to come up […]
Thursday: Feedback day
Three groups tested our game; I was only present when two of the groups played. Players quite easily grasped the concept and found it amusing, some more than others. The first group that played apparently though that the game should have more “power cards” with different variations, not just the dynamite.
We had already thought that we should implement different kinds of power cards, knowing that more people wanted us to do it feels reassuring. We will try to come up […]
Thursday: Feedback day
Three groups tested our game; I was only present when two of the groups played. Players quite easily grasped the concept and found it amusing, some more than others. The first group that played apparently though that the game should have more “power cards” with different variations, not just the dynamite.
We had already thought that we should implement different kinds of power cards, knowing that more people wanted us to do it feels reassuring. We will try to come up […]
Thursday: Feedback day
Three groups tested our game; I was only present when two of the groups played. Players quite easily grasped the concept and found it amusing, some more than others. The first group that played apparently though that the game should have more “power cards” with different variations, not just the dynamite.
We had already thought that we should implement different kinds of power cards, knowing that more people wanted us to do it feels reassuring. We will try to come up […]
Traps and dynamites!
This Wednesday we sat down with our game and playtested, a lot. We tried different amounts of players, cards on the table and cards on the hand. Everything we tried worked pretty well but we finally decided that the game is best played with four of everything (4 players, 4 cards on the table and 4 cards on the hand). With five players it was harder to succeed in bluffing, since there are more players that have the ability to […]
Traps and dynamites!
This Wednesday we sat down with our game and playtested, a lot. We tried different amounts of players, cards on the table and cards on the hand. Everything we tried worked pretty well but we finally decided that the game is best played with four of everything (4 players, 4 cards on the table and 4 cards on the hand). With five players it was harder to succeed in bluffing, since there are more players that have the ability to […]
Traps and dynamites!
This Wednesday we sat down with our game and playtested, a lot. We tried different amounts of players, cards on the table and cards on the hand. Everything we tried worked pretty well but we finally decided that the game is best played with four of everything (4 players, 4 cards on the table and 4 cards on the hand). With five players it was harder to succeed in bluffing, since there are more players that have the ability to […]
Traps and dynamites!
This Wednesday we sat down with our game and playtested, a lot. We tried different amounts of players, cards on the table and cards on the hand. Everything we tried worked pretty well but we finally decided that the game is best played with four of everything (4 players, 4 cards on the table and 4 cards on the hand). With five players it was harder to succeed in bluffing, since there are more players that have the ability to […]
Deadlines galore
This past week have been rough. I have had three different deadlines for three different projects. This has meant that I haven’t been putting that much time in the big project we have in game design. I made a mock screenshot to show how the game could look when you play it. I will upload a picture later when I’ve polished it some more.
Deadlines galore
This past week have been rough. I have had three different deadlines for three different projects. This has meant that I haven’t been putting that much time in the big project we have in game design. I made a mock screenshot to show how the game could look when you play it. I will upload a picture later when I’ve polished it some more.
Polishing our playable prototype
Many things were changed yesterday since our last play-testing session. We sat in school from 10:00AM – 08:00PM to brainstorm and play-test our prototype. The first thing we did was to come up with new spells that the dungeon master could use to separate the players because they were usually too powerful while walking together in packs.
The new things we added were the following
Whirlwind – Pushes all the players on the same tile to a separate tile around it and […]
Polishing our playable prototype
Many things were changed yesterday since our last play-testing session. We sat in school from 10:00AM – 08:00PM to brainstorm and play-test our prototype. The first thing we did was to come up with new spells that the dungeon master could use to separate the players because they were usually too powerful while walking together in packs.
The new things we added were the following
Whirlwind – Pushes all the players on the same tile to a separate tile around it and […]