Browsing 'Game Design': Posts from either of the Game Design programs
Spawning and entities
One of the things I’ve made this week, week 3 or 4, is to have the data about characters and entities be loaded from files, and to able to be placed in the tilemap editor. It’s otherwise been mostly small fixes and et cetera. These are some of the things which wasn’t implemented in the prototype, except for the tilemap editor. The placing where the entities appear are called spawns, which they usually are called in games. The spawn data about what […]
Spawning and entities
One of the things I’ve made this week, week 3 or 4, is to have the data about characters and entities be loaded from files, and to able to be placed in the tilemap editor. It’s otherwise been mostly small fixes and et cetera. These are some of the things which wasn’t implemented in the prototype, except for the tilemap editor. The placing where the entities appear are called spawns, which they usually are called in games. The spawn data about what […]

Week 1 and 2 of Big Game Project: Production and Design
These two weeks saw the start of a project that is to span 8 weeks of development, where I will be taking the role of Producer along with part-time Designer and Programmer. The game being made is an isometric 3D-game, tactical and turn-based. Secret agendas are a main mechanic, where-in players will be given secret objectives to complete that include betraying other players and killing them before reaching the end game. In short, the Mechanics involve Moving and Attacking enemies and allies, […]

Week 1 and 2 of Big Game Project: Production and Design
These two weeks saw the start of a project that is to span 8 weeks of development, where I will be taking the role of Producer along with part-time Designer and Programmer. The game being made is an isometric 3D-game, tactical and turn-based. Secret agendas are a main mechanic, where-in players will be given secret objectives to complete that include betraying other players and killing them before reaching the end game. In short, the Mechanics involve Moving and Attacking enemies and allies, […]

A Rat Betwixt – Initiative
The turn order of all enemies and players are determined by their initiative. This is pretty much how things have been done in turn-based RPG’s since forever in some form. We could’ve determined a characters initiative with rolling a dice, add a base value and call it a day, but we thought that it wasn’t interesting enough. And we’d like to avoid pure dice rolls if possible.
At the start of the planning phase of each turn, the player is shown […]

A Rat Betwixt – Initiative
The turn order of all enemies and players are determined by their initiative. This is pretty much how things have been done in turn-based RPG’s since forever in some form. We could’ve determined a characters initiative with rolling a dice, add a base value and call it a day, but we thought that it wasn’t interesting enough. And we’d like to avoid pure dice rolls if possible.
At the start of the planning phase of each turn, the player is shown […]
A Rat Betwixt: Initiative
The turn order of all enemies and players are determined by their initiative. This is pretty much how things have been done in turn-based RPG’s since forever in some form. We could’ve determined a characters initiative with rolling a dice, add a base value and call it a day, but we thought that it wasn’t interesting enough. And we’d like to avoid pure dice rolls if possible.
At the start of the planning phase of each turn, the player is shown […]
A Rat Betwixt: Initiative
The turn order of all enemies and players are determined by their initiative. This is pretty much how things have been done in turn-based RPG’s since forever in some form. We could’ve determined a characters initiative with rolling a dice, add a base value and call it a day, but we thought that it wasn’t interesting enough. And we’d like to avoid pure dice rolls if possible.
At the start of the planning phase of each turn, the player is shown […]
A Rat Betwixt: Initiative
The turn order of all enemies and players are determined by their initiative. This is pretty much how things have been done in turn-based RPG’s since forever in some form. We could’ve determined a characters initiative with rolling a dice, add a base value and call it a day, but we thought that it wasn’t interesting enough. And we’d like to avoid pure dice rolls if possible.
At the start of the planning phase of each turn, the player is shown […]
A Rat Betwixt: Initiative
The turn order of all enemies and players are determined by their initiative. This is pretty much how things have been done in turn-based RPG’s since forever in some form. We could’ve determined a characters initiative with rolling a dice, add a base value and call it a day, but we thought that it wasn’t interesting enough. And we’d like to avoid pure dice rolls if possible.
At the start of the planning phase of each turn, the player is shown […]

Neon Skies
Week 4-5
Hello! My name is Erik Levin and I am in the second year of the Game Design, Graphics, program at Uppsala University, Campus Gotland.
Im working on a game called Neon Skies.
In my last entry i ended it with that was going to start with the animations. This took longer than i thought due to the shear amount of different animations that was needed so i decided to compile two weeks of work into one entry this time.
Above you can […]

Neon Skies
Week 4-5
Hello! My name is Erik Levin and I am in the second year of the Game Design, Graphics, program at Uppsala University, Campus Gotland.
Im working on a game called Neon Skies.
In my last entry i ended it with that was going to start with the animations. This took longer than i thought due to the shear amount of different animations that was needed so i decided to compile two weeks of work into one entry this time.
Above you can […]

Colors, models and main menu
This week I started working on several items, mostly the main menu and UI. I also helped with graphics for upcoming presentations and the website. I also started modelling some of the models we need for the game such acs bridges and landing pods.
Beside this I also continued to work on the level and the content in it, fixing most of the colliders in the level, optimizing some of the nature and textures and adding and upgrading some of the […]

Colors, models and main menu
This week I started working on several items, mostly the main menu and UI. I also helped with graphics for upcoming presentations and the website. I also started modelling some of the models we need for the game such acs bridges and landing pods.
Beside this I also continued to work on the level and the content in it, fixing most of the colliders in the level, optimizing some of the nature and textures and adding and upgrading some of the […]

Bgp update #2 need to make more off these.
There hasn’t been much development since the last post. we did have a alpha test for some teachers and got pretty good feedback, it was mostly stuff we already knew were problems but that we have had a hard time fixing.
As for my own work i learned and made some partical effects for the cars, it was pretty fun i’ll se if i can make more and fit them in to the game at some point.
if think we got the […]

Bgp update #2 need to make more off these.
There hasn’t been much development since the last post. we did have a alpha test for some teachers and got pretty good feedback, it was mostly stuff we already knew were problems but that we have had a hard time fixing.
As for my own work i learned and made some partical effects for the cars, it was pretty fun i’ll se if i can make more and fit them in to the game at some point.
if think we got the […]

Week 4 and 5, Security systems online
Hello again!
Due to sickness and a full schedual outside of the production phase i´ve decided to incorperate these two weeks with each other.
With the level boxed out and the core mechanics in place we needed to create some conflict. So a threat is added in the form of a security system.
When trying to come up with a design for the security system there were three features that were important for the main function of the system.
A camera to detect the […]

Week 4 and 5, Security systems online
Hello again!
Due to sickness and a full schedual outside of the production phase i´ve decided to incorperate these two weeks with each other.
With the level boxed out and the core mechanics in place we needed to create some conflict. So a threat is added in the form of a security system.
When trying to come up with a design for the security system there were three features that were important for the main function of the system.
A camera to detect the […]

BGP: Refracted Fate – Player Tracking
Hello everyone! Today I will be writing about player tracking and gathering level design feedback. So let’s move directly into the topic!
Gathering Player Movement / Player Tracking
When it comes to playtest, just tend to get a lot of great data, however, only relaying on the feedback from the play tester directly is not always a clever idea. So, what I decided to do was to build in a tracker system that would draw a map where the player moved. This […]

BGP: Refracted Fate – Player Tracking
Hello everyone! Today I will be writing about player tracking and gathering level design feedback. So let’s move directly into the topic!
Gathering Player Movement / Player Tracking
When it comes to playtest, just tend to get a lot of great data, however, only relaying on the feedback from the play tester directly is not always a clever idea. So, what I decided to do was to build in a tracker system that would draw a map where the player moved. This […]

Critter Flux: The Story So Far…
Last year around this time I was working on Zombie Crawler with the Molamola team in preparation for Gotland Game Conference. This year, I’m with a new group of five students and together we’re developing a game for android devices called Critter Flux. It’s all very exciting and rewarding work; Not to mention completely and utterly terriying, the weeks are flying by and we’re closing in little by little on the dreaded deadline…
Once again I am in the role of […]

Critter Flux: The Story So Far…
Last year around this time I was working on Zombie Crawler with the Molamola team in preparation for Gotland Game Conference. This year, I’m with a new group of five students and together we’re developing a game for android devices called Critter Flux. It’s all very exciting and rewarding work; Not to mention completely and utterly terriying, the weeks are flying by and we’re closing in little by little on the dreaded deadline…
Once again I am in the role of […]

Neon Skies – Week 5
This week has been consumed by revisiting the old cliff objects to make them look better. Some of the old cliffs didn’t have a good normal map and most assets in the game do not use normal maps either. As such, I went back and started retopologizing (lowering the amount of triangles in the object) the object, but now I am more skilled at capturing details and now, we don’t use any normal maps on it to capture details (everything […]

Neon Skies – Week 5
This week has been consumed by revisiting the old cliff objects to make them look better. Some of the old cliffs didn’t have a good normal map and most assets in the game do not use normal maps either. As such, I went back and started retopologizing (lowering the amount of triangles in the object) the object, but now I am more skilled at capturing details and now, we don’t use any normal maps on it to capture details (everything […]