Browsing 'Game Design': Posts from either of the Game Design programs

Beta
week 6
This week was beta which meant full on polish so that the we could have something stable to show to the beta testers and jurors. Doing a little bit of everything is crucial when nearing a deadline so as Iv’e done every time i jumped on any task that needed to be done at the time. It was mostly continuation of AI but also fixing with some of the spells, animations and level design that was needed
After the beta i […]

Beta
week 6
This week was beta which meant full on polish so that the we could have something stable to show to the beta testers and jurors. Doing a little bit of everything is crucial when nearing a deadline so as Iv’e done every time i jumped on any task that needed to be done at the time. It was mostly continuation of AI but also fixing with some of the spells, animations and level design that was needed
After the beta i […]

2nd Play test
week 5
This week for me went into more tweaking of the caster as well as polishing the AI a bit more for the upcoming play-test so that we could test their difficulty and see how players reacted to them,
I also had to go into level building a bit so that the level would be done on time. I added bounds to the level to keep the player from clipping into stuff and leaving the level. This mostly just took a […]

2nd Play test
week 5
This week for me went into more tweaking of the caster as well as polishing the AI a bit more for the upcoming play-test so that we could test their difficulty and see how players reacted to them,
I also had to go into level building a bit so that the level would be done on time. I added bounds to the level to keep the player from clipping into stuff and leaving the level. This mostly just took a […]

Casting Fog
Now I’m back for the last few posts.
Week 4
AI takes time to implement so a lot of this week went to implementing the caster and it’s mechanics. More bugs and fixes ensures when implementing new things and this was no exception. path-finding not working as intended and attacks not happening but most of them where easily fixed even though they might have taken some time.
Towards the end of the week i implemented an asset that we actually bought from the […]

Casting Fog
Now I’m back for the last few posts.
Week 4
AI takes time to implement so a lot of this week went to implementing the caster and it’s mechanics. More bugs and fixes ensures when implementing new things and this was no exception. path-finding not working as intended and attacks not happening but most of them where easily fixed even though they might have taken some time.
Towards the end of the week i implemented an asset that we actually bought from the […]

GGC and Computers
Hello!
GGC is over for this year! We had a lot of people playing our game and it was fun. First of im happy about the feedback we got for our art in the game, this was one of my personal goals that this game would look great, and I think we did a pretty good job. As for the gameplay and the puzzles, the feedback we got was good and diverse but we should just have playtest it more to […]

GGC and Computers
Hello!
GGC is over for this year! We had a lot of people playing our game and it was fun. First of im happy about the feedback we got for our art in the game, this was one of my personal goals that this game would look great, and I think we did a pretty good job. As for the gameplay and the puzzles, the feedback we got was good and diverse but we should just have playtest it more to […]

BGP2017 – Week 2
Character Controller
To handle the movement of tools and avatars in the game we need a Character Controller. Unity does have a standard component for Character controllers, which is cool. However it still only supports capsule colliders, Which is a problem as we have a stretcher and an axe which would not work with capsule colliders.
Now, there are two options: Either you go for a Rigid body controller or you go for a custom character controller with support for a Box […]

BGP2017 – Week 2
Character Controller
To handle the movement of tools and avatars in the game we need a Character Controller. Unity does have a standard component for Character controllers, which is cool. However it still only supports capsule colliders, Which is a problem as we have a stretcher and an axe which would not work with capsule colliders.
Now, there are two options: Either you go for a Rigid body controller or you go for a custom character controller with support for a Box […]
The end of a project
So that’s that. Our dear game Somnium is finally finished. What’s more is that we participated in the Gotland Game conference and it was such a blast. Not only to have people play our game, but also to play the games that everyone else had made. The level of creativity really took me for a spin this year!
With these ten weeks in minds, it’s been such a rewarding experience. It’s been a rollercoaster for sure, but a fun one! I’m […]
The end of a project
So that’s that. Our dear game Somnium is finally finished. What’s more is that we participated in the Gotland Game conference and it was such a blast. Not only to have people play our game, but also to play the games that everyone else had made. The level of creativity really took me for a spin this year!
With these ten weeks in minds, it’s been such a rewarding experience. It’s been a rollercoaster for sure, but a fun one! I’m […]
Week 9, Last sprint and GGC
Hello everyone!
The last sprint before GGC, aswell as GGC itself is now over!
It has been a blast to work on this project and i´ve learned a lot, especially about Unreal Engine 4. It had its ups and downs, nothing is perfect.
However the project itself has inspired me to learn basic code so that i can prototype games.
To communicate ideas is an important part of the work, and with a prototype, that is one additional way of communication. I also wish […]
Week 9, Last sprint and GGC
Hello everyone!
The last sprint before GGC, aswell as GGC itself is now over!
It has been a blast to work on this project and i´ve learned a lot, especially about Unreal Engine 4. It had its ups and downs, nothing is perfect.
However the project itself has inspired me to learn basic code so that i can prototype games.
To communicate ideas is an important part of the work, and with a prototype, that is one additional way of communication. I also wish […]

Neon Skies – GGC Extra post
We faced a lot of critical problems before GGC and had to remove a lot of content from the game to make it stable and we had problems connecting the computers which took a whole day of GGC away. However, when we finally got it working we realized we had forgotten to make a texture for the first person arms, as such we sat down for 20 minutes before the second day started and fixed a fast version that would […]

Neon Skies – GGC Extra post
We faced a lot of critical problems before GGC and had to remove a lot of content from the game to make it stable and we had problems connecting the computers which took a whole day of GGC away. However, when we finally got it working we realized we had forgotten to make a texture for the first person arms, as such we sat down for 20 minutes before the second day started and fixed a fast version that would […]

[5SD037] Post GGC
Gotland Game Conference is over and it is now back to reality. For those who never heard about GGC before it is an annual held conference hosted by Uppsala University, Campus Gotland, Departement of Game Design. It was my second time attending and I would recommend it to everyone, it is definitely the highlight of the year!
We got a ton of great feedback from almost everyone, which makes really happy and proud to be part of the project. We have also […]

[5SD037] Post GGC
Gotland Game Conference is over and it is now back to reality. For those who never heard about GGC before it is an annual held conference hosted by Uppsala University, Campus Gotland, Departement of Game Design. It was my second time attending and I would recommend it to everyone, it is definitely the highlight of the year!
We got a ton of great feedback from almost everyone, which makes really happy and proud to be part of the project. We have also […]

Week 4: Rethinking Amutation and Vertex Normals
Hi! This week I’ve been making changes of the orc mesh and redesigned the amputation system.
At the end of week 3 we presented the alpha of goblin doctors. The build did not contain that much of a game but we had the opportunity to find out what players thought of the amputation mechanics. As they worked through the orcs body, chopping of the legs and arms they ended up aiming the amputation axe at the orcs head. They then launched […]

Week 4: Rethinking Amutation and Vertex Normals
Hi! This week I’ve been making changes of the orc mesh and redesigned the amputation system.
At the end of week 3 we presented the alpha of goblin doctors. The build did not contain that much of a game but we had the opportunity to find out what players thought of the amputation mechanics. As they worked through the orcs body, chopping of the legs and arms they ended up aiming the amputation axe at the orcs head. They then launched […]

Blog Post 3, a background story
Hey ho, let’s go!
I will take a break from animations and sound in this post.
As our game takes place on the British Isles in a alternative universe, we thought it would be good to have some information about why there are demons and why the mages you play as fights them. So, I took matter into my own hands and wrote a short story, which follows here;
”Long ago, on the island of Albion lived king Duncan along with his queen […]

Blog Post 3, a background story
Hey ho, let’s go!
I will take a break from animations and sound in this post.
As our game takes place on the British Isles in a alternative universe, we thought it would be good to have some information about why there are demons and why the mages you play as fights them. So, I took matter into my own hands and wrote a short story, which follows here;
”Long ago, on the island of Albion lived king Duncan along with his queen […]
BGP Six: Playtest by conference
For the final part of production, we had the opportunity to display our game at the Gotland Game Conference. This was a great chance to see how a wide variety of people respond to the game, and to get feedback!
It was interesting to see how the gameplay experience differed wildly between different people. Some understood it really quickly and managed to make their way through our level in under ten minutes, while others struggled for perhaps half an hour before […]
BGP Six: Playtest by conference
For the final part of production, we had the opportunity to display our game at the Gotland Game Conference. This was a great chance to see how a wide variety of people respond to the game, and to get feedback!
It was interesting to see how the gameplay experience differed wildly between different people. Some understood it really quickly and managed to make their way through our level in under ten minutes, while others struggled for perhaps half an hour before […]