Browsing 'Game Design': Posts from either of the Game Design programs
Continuation on drawing a Demon enemy
Time for our game project is running short as we only have three weeks left to implement remaining graphics and polish the gameplay. We have realized that we were very ambitious with our game from the start. This caused a lot of stress in the start of the project, it even rendered me unable to produce much for some periods. This week, however, I’ve had immensely more creative energy. It has resulted in clearly increased productivity. I am seriously hyped.
This […]
Continuation on drawing a Demon enemy
Time for our game project is running short as we only have three weeks left to implement remaining graphics and polish the gameplay. We have realized that we were very ambitious with our game from the start. This caused a lot of stress in the start of the project, it even rendered me unable to produce much for some periods. This week, however, I’ve had immensely more creative energy. It has resulted in clearly increased productivity. I am seriously hyped.
This […]
Anglerfish Movement and Attack Animations
2017-02-23
On their descent into the depths, the player, BLUP and the Helper Robot will meet some friendly fishies, but will also run into some quite unpleasant marine predators. One of the slightly more hostile creatures is the Anglerfish.
The Anglerfish will be one of the three main enemy types that we plan to include in the game. He will lie in wait around certain parts of the level, and will start to follow the player at a creepy pace should […]
Anglerfish Movement and Attack Animations
2017-02-23
On their descent into the depths, the player, BLUP and the Helper Robot will meet some friendly fishies, but will also run into some quite unpleasant marine predators. One of the slightly more hostile creatures is the Anglerfish.
The Anglerfish will be one of the three main enemy types that we plan to include in the game. He will lie in wait around certain parts of the level, and will start to follow the player at a creepy pace should […]
props, optimization, and animation
As the level stretches out to last a minute or two before the first boss it becomes increasingly apparent that there needs to be variety. The creation of the level functionally is as simple as laying out a path for the character to follow and occupying it with enemies, so the time consuming part is filling it with details and making it convincingly fit the theme. This involves adding props, and lots of them. Fences, crates, and carts can be used […]
props, optimization, and animation
As the level stretches out to last a minute or two before the first boss it becomes increasingly apparent that there needs to be variety. The creation of the level functionally is as simple as laying out a path for the character to follow and occupying it with enemies, so the time consuming part is filling it with details and making it convincingly fit the theme. This involves adding props, and lots of them. Fences, crates, and carts can be used […]
GUI – Menu Design
GUI. Usually enunciated as ‘gooey’ and stands for Graphical User Interface. But enough of the technical talk, let’s get down to business!
The week’s tasks were to begin creating parts of the GUI for our game project. There was recently a group play-testing event and for this event we had basically implemented place holders for our menu for the player to actually be able to play, restart and quit the game. They looked terrible, but hey, that’s what place holders are […]
GUI – Menu Design
GUI. Usually enunciated as ‘gooey’ and stands for Graphical User Interface. But enough of the technical talk, let’s get down to business!
The week’s tasks were to begin creating parts of the GUI for our game project. There was recently a group play-testing event and for this event we had basically implemented place holders for our menu for the player to actually be able to play, restart and quit the game. They looked terrible, but hey, that’s what place holders are […]
Getting a child’s attention
We have basic behavior for the children in our game, as you can see in my blog post “Making a child behave”, but I want to reach further into the depths of a child’s mind and implement attention. The children can currently be idle, lost or follow you blindly, but what if there is a pretty shining light nearby? Shouldn’t that distract them? What if there is an enemy chasing them? Should their focus not be on getting away?
I am […]
Getting a child’s attention
We have basic behavior for the children in our game, as you can see in my blog post “Making a child behave”, but I want to reach further into the depths of a child’s mind and implement attention. The children can currently be idle, lost or follow you blindly, but what if there is a pretty shining light nearby? Shouldn’t that distract them? What if there is an enemy chasing them? Should their focus not be on getting away?
I am […]
Playtesting
Hello reader and welcome to my third blog post!
This week my main focus has been on playtesting our game since the tasks that need to be done now are very programming or graphics oriented, something I am quite useless in. So I have sepnt a few hours playing the game and giving feedback to the programmers on how everything feels so that the game that we bring to the ”official” playtesting on monday is better than the one that we […]
Playtesting
Hello reader and welcome to my third blog post!
This week my main focus has been on playtesting our game since the tasks that need to be done now are very programming or graphics oriented, something I am quite useless in. So I have sepnt a few hours playing the game and giving feedback to the programmers on how everything feels so that the game that we bring to the ”official” playtesting on monday is better than the one that we […]
Week 3 -Designing a death screen
Hello world ! In this new post I am going to talk about the death screen I made for our Game selfish.
So, I was asked to draw a death screen to implement in our game. The screen is going to appear every time the main character dies and will be a transition between the actual time the player looses and starts again. Thus when I started making the screen, I wanted to put a game over and a continue with […]
Week 3 -Designing a death screen
Hello world ! In this new post I am going to talk about the death screen I made for our Game selfish.
So, I was asked to draw a death screen to implement in our game. The screen is going to appear every time the main character dies and will be a transition between the actual time the player looses and starts again. Thus when I started making the screen, I wanted to put a game over and a continue with […]
Stuff, mostly background-related, very interesting
I’ll say it right away, as it is: I don’t really (want to) have a clear structure or overarching topic or theme for this week’s post, it is more of a recounting of what happened the week after what happened in last week’s post…
After having done the animations of my farmers and other enemies for “Burn Witch Burn” (for more information on that, see last week’s blog post), I went back to the sprite for the player character – Izalith, […]
Stuff, mostly background-related, very interesting
I’ll say it right away, as it is: I don’t really (want to) have a clear structure or overarching topic or theme for this week’s post, it is more of a recounting of what happened the week after what happened in last week’s post…
After having done the animations of my farmers and other enemies for “Burn Witch Burn” (for more information on that, see last week’s blog post), I went back to the sprite for the player character – Izalith, […]
Sprites, clip dolls and bone-binding
This week has been a sort of continuation of last week, the concepts have been serving excellently to translate the concept into actual sprites.
But there was some changes that was needed to be done to the sprites to make them fit the game better.
For example, the character named Squirt needed some reworking in his positioning, he was to big and needed to be more compact since he’s spinning and shooting at the same time. So if he was too big […]
Sprites, clip dolls and bone-binding
This week has been a sort of continuation of last week, the concepts have been serving excellently to translate the concept into actual sprites.
But there was some changes that was needed to be done to the sprites to make them fit the game better.
For example, the character named Squirt needed some reworking in his positioning, he was to big and needed to be more compact since he’s spinning and shooting at the same time. So if he was too big […]
Sound Implementation
New Post Today
Hello for the third time everyone (unless I am counting wrong in which case I do not apologize.). This week I have mostly been working on implementing the sound into the game and doing some preparations for the Beta presentation.
While I found the sound last week I still needed to implement it into the game which was more difficult than I had expected. To start my work I first started watching tutorials on the Unity website to start […]
Sound Implementation
New Post Today
Hello for the third time everyone (unless I am counting wrong in which case I do not apologize.). This week I have mostly been working on implementing the sound into the game and doing some preparations for the Beta presentation.
While I found the sound last week I still needed to implement it into the game which was more difficult than I had expected. To start my work I first started watching tutorials on the Unity website to start […]
Becoming the “gitHub master”
Right then. Third post, let’s do it. This week I’m doing to be talking about gitHub, and all the headaches and sleepless nights it has caused me.
What?
GitHub is a form of “version control”. Version control is basically the management of different collections of information. It’s very common and incredibly useful in programming in particular, but it can also be used for documents for example. It’s pretty much essential for projects that have multiple people working on them. The idea is […]
Becoming the “gitHub master”
Right then. Third post, let’s do it. This week I’m doing to be talking about gitHub, and all the headaches and sleepless nights it has caused me.
What?
GitHub is a form of “version control”. Version control is basically the management of different collections of information. It’s very common and incredibly useful in programming in particular, but it can also be used for documents for example. It’s pretty much essential for projects that have multiple people working on them. The idea is […]
Week 5
Compilation of playtest reviews
Last week we had a playtesting session where all the groups had the opportunity to get the opinions of other students about their games. My group and I had prepared a short survey for the play testers to fill in, and this week I did a compilation of the answers to give us an overview of what we have done good and what we must improve. By doing this I hope it will be easier for us […]
Week 5
Compilation of playtest reviews
Last week we had a playtesting session where all the groups had the opportunity to get the opinions of other students about their games. My group and I had prepared a short survey for the play testers to fill in, and this week I did a compilation of the answers to give us an overview of what we have done good and what we must improve. By doing this I hope it will be easier for us […]