Browsing 'Game Design': Posts from either of the Game Design programs
Blog 3 – Week 8
The Old Spawner
The reason why this blog post is called old spawner is because, since my original design of the spawner, it has been modified and changed to better suit our game and be simpler for the game designer to use. This script was a completely new topic that I have never worked on or attempted before so working on it was pretty difficult.With a bullet hell it is usually good to have waves spawn as to control the flow […]
Blog 3 – Week 8
The Old Spawner
The reason why this blog post is called old spawner is because, since my original design of the spawner, it has been modified and changed to better suit our game and be simpler for the game designer to use. This script was a completely new topic that I have never worked on or attempted before so working on it was pretty difficult.With a bullet hell it is usually good to have waves spawn as to control the flow […]
Bubble Gun Design
What
Designing power-ups and pick-ups is one of my tasks in the project process. We needed a pick-up for the pre-alpha, and there it was; a bubble gun for a 7 year old boy stuck in his nightmare and fighting his fears about school. It’s a gun that shoots lots of bubbles, and once a bubble hits an enemy, it becomes big enough to capture them inside and poison them until they gradually lose health points and die.
How
I started to search […]
Bubble Gun Design
What
Designing power-ups and pick-ups is one of my tasks in the project process. We needed a pick-up for the pre-alpha, and there it was; a bubble gun for a 7 year old boy stuck in his nightmare and fighting his fears about school. It’s a gun that shoots lots of bubbles, and once a bubble hits an enemy, it becomes big enough to capture them inside and poison them until they gradually lose health points and die.
How
I started to search […]
The need for structure
The group dynamic in Team Valravn is rather complicated. While we, on paper, have all the “expertise areas” covered, we are not able to utilize our roles very well. One core issue I feel is that our project manager have not had much time to dedicate to the group. We did not think that it would be an issue, but I think that the lack of proper management staff has become a real issue now. The group is most of the […]
The need for structure
The group dynamic in Team Valravn is rather complicated. While we, on paper, have all the “expertise areas” covered, we are not able to utilize our roles very well. One core issue I feel is that our project manager have not had much time to dedicate to the group. We did not think that it would be an issue, but I think that the lack of proper management staff has become a real issue now. The group is most of the […]
Offering Choices to the Player
Following up on last week in which we improved parts of the game based on the playtest feedback we received, we now have made several changes in order to once again make our game interesting, not only to us but also to the audience.
What do I mean by this? What does interesting mean? To start off, let me give you some background. When we decided upon the concept of “Revenge of Teddy” we were currently unsure if our one and […]
Offering Choices to the Player
Following up on last week in which we improved parts of the game based on the playtest feedback we received, we now have made several changes in order to once again make our game interesting, not only to us but also to the audience.
What do I mean by this? What does interesting mean? To start off, let me give you some background. When we decided upon the concept of “Revenge of Teddy” we were currently unsure if our one and […]
Blog Post #3
Hello again,
For this week I’m going to write about the presentation I held Thursday last week for the Alpha version of our game Echo.
For this presentation we were supposed to talk about how we interpreted the game concepts we chose earlier on in the course and discuss the current status of our game. We were supposed to come up with some good and bad choices we made for our game during the project and analyse what we could have done to prevent the […]
Blog Post #3
Hello again,
For this week I’m going to write about the presentation I held Thursday last week for the Alpha version of our game Echo.
For this presentation we were supposed to talk about how we interpreted the game concepts we chose earlier on in the course and discuss the current status of our game. We were supposed to come up with some good and bad choices we made for our game during the project and analyse what we could have done to prevent the […]
Moth game: Animator controller as a state machine
Introduction
In my previous posts about this project I’ve been discussing specific features that had been implemented in a short time window prior to the post. The features have then been declared done, only requiring minor tweaks and fixes after the fact. This post is going to be slightly different, discussing a system used to implement several features related to the player. Because the player feature set has been expanded on over several weeks, and is in some areas still being […]
Moth game: Animator controller as a state machine
Introduction
In my previous posts about this project I’ve been discussing specific features that had been implemented in a short time window prior to the post. The features have then been declared done, only requiring minor tweaks and fixes after the fact. This post is going to be slightly different, discussing a system used to implement several features related to the player. Because the player feature set has been expanded on over several weeks, and is in some areas still being […]
Game Development Update #3
Welcome back my beloved followers in search of entertainment and knowledge!
It’s been one exciting week as we move closer and closer to the actual finished product.
Get to it Teddy! Tell us what you’ve been fiddling with this week.
Take a chill pill, relax and enjoy. This week the team was faced with a lot of different challenges. Most of them consisted of assets in need of polish. A lot of work has also been done in order to add remaining assets previously […]
Game Development Update #3
Welcome back my beloved followers in search of entertainment and knowledge!
It’s been one exciting week as we move closer and closer to the actual finished product.
Get to it Teddy! Tell us what you’ve been fiddling with this week.
Take a chill pill, relax and enjoy. This week the team was faced with a lot of different challenges. Most of them consisted of assets in need of polish. A lot of work has also been done in order to add remaining assets previously […]
Week 3 – Making a splash screen
This week I’ve been working on a splash screen for our game called Selfish. We had received feedback for our game that it was hard to tell why the main character fish was shooting the other fish in the tank. So, our designer came up with the idea that we could have a splash screen with a sign that briefly tells the story. A splash screen is usually a screen at the start of a game that tells you what company […]
Week 3 – Making a splash screen
This week I’ve been working on a splash screen for our game called Selfish. We had received feedback for our game that it was hard to tell why the main character fish was shooting the other fish in the tank. So, our designer came up with the idea that we could have a splash screen with a sign that briefly tells the story. A splash screen is usually a screen at the start of a game that tells you what company […]
The current level design and how we introduce the narrative
This week I’ve mostly focused on level design, which hasn’t been implemented in the game yet in any form so I will mostly discuss the current level design. Several weeks ago we settled on a basic wave system that increased the spawn rate of the enemies in the level. I wanted to do this because even though it wasn’t anything permanent or perfect, I felt that it was important for the player to get used to shooting and moving around […]
The current level design and how we introduce the narrative
This week I’ve mostly focused on level design, which hasn’t been implemented in the game yet in any form so I will mostly discuss the current level design. Several weeks ago we settled on a basic wave system that increased the spawn rate of the enemies in the level. I wanted to do this because even though it wasn’t anything permanent or perfect, I felt that it was important for the player to get used to shooting and moving around […]
Game Design 2 – Sound design of the player taking damage (Team Leviathan)
Author : Arnaud Mimoun
For this week’s blog I’ll talk about the sound design I worked on concerning the sound that the player’s avatar make when they get hit by a projectile and take damage.
For this asset I made a total of 3 sounds :
Here is the first sound
Here is the second sound
Here is the third sound
I as Producer, Project Manager and Sound Designer of our game was charged to build the sounds of our game. Just like […]
Game Design 2 – Sound design of the player taking damage (Team Leviathan)
Author : Arnaud Mimoun
For this week’s blog I’ll talk about the sound design I worked on concerning the sound that the player’s avatar make when they get hit by a projectile and take damage.
For this asset I made a total of 3 sounds :
Here is the first sound
Here is the second sound
Here is the third sound
I as Producer, Project Manager and Sound Designer of our game was charged to build the sounds of our game. Just like […]
The Seven Deadly Sins
Last week I struggled with design decisions made about the enemies and how I would execute them. Even though I still have my doubts about it, this week provided me with some new insights and inspirations on how to approach the enemy design.
Click to view slideshow.
I started this week with doing more research about the seven deadly sins. Despite my earlier protest, the enemies being the seven deadly sins was not going to change. I was lost about how […]
The Seven Deadly Sins
Last week I struggled with design decisions made about the enemies and how I would execute them. Even though I still have my doubts about it, this week provided me with some new insights and inspirations on how to approach the enemy design.
Click to view slideshow.
I started this week with doing more research about the seven deadly sins. Despite my earlier protest, the enemies being the seven deadly sins was not going to change. I was lost about how […]
Presenting Your Game
Hello. In this post I will talk about presenting your game, in this case for the Alpha milestone, in a way that connects with your game in terms of visuals and mechanics. If you would like to learn more about this project you can check my previous blog posts “An Easier Sprint Overview” where I talk about changes to a template that we received from our teacher when first introduced to a project methodology called Scrum and “Designing […]
Presenting Your Game
Hello. In this post I will talk about presenting your game, in this case for the Alpha milestone, in a way that connects with your game in terms of visuals and mechanics. If you would like to learn more about this project you can check my previous blog posts “An Easier Sprint Overview” where I talk about changes to a template that we received from our teacher when first introduced to a project methodology called Scrum and “Designing […]