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

I believe an introduction is in order…

 
Intro
Hello again!
This post is probably going to be long, and will mostly focus on assembling stuff in unity and coding, although there is some graphics stuff and animating sprinkled in.
This week I’ve been working on the player’s introduction to the game, starting from redesigning the main menu,  making the tutorial, and then transitioning into normal gameplay.
For a while now, I’ve been wanting to have a small tutorial for the game that tells the player that they can use the right […]

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Program: Graphics

I believe an introduction is in order…

 
Intro
Hello again!
This post is probably going to be long, and will mostly focus on assembling stuff in unity and coding, although there is some graphics stuff and animating sprinkled in.
This week I’ve been working on the player’s introduction to the game, starting from redesigning the main menu,  making the tutorial, and then transitioning into normal gameplay.
For a while now, I’ve been wanting to have a small tutorial for the game that tells the player that they can use the right […]

/ Comments Off on I believe an introduction is in order…
Program: Graphics

Week 3 – Second Enemy

For this week I’ll be talking about how I did the second enemy and how I got it to work like I wanted despite some initial problems.
The Functioning Enemy.
 
For our game we needed more enemies and I thought about an enemy that would constantly chase the player until it would kill us or get shot by us. To do this I had to read up on different functions that would be able to do it.
Since I knew that the […]

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Program: Programming

Week 3 – Second Enemy

For this week I’ll be talking about how I did the second enemy and how I got it to work like I wanted despite some initial problems.
The Functioning Enemy.
 
For our game we needed more enemies and I thought about an enemy that would constantly chase the player until it would kill us or get shot by us. To do this I had to read up on different functions that would be able to do it.
Since I knew that the […]

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Program: Programming

A tank for the job of a bike (AKA what not to do when coding)

This post is about a spawn algorithm for the light berries in the game. But, in this post, I will be focusing on the things I did wrong, things that should NOT be done. I will mention why I did it, why I shouldn’t have, and what I could have done.
What happened with this algorithm is similar to this: to do the job of a bike, I tried to build a tank. And to build a tank, I started by […]

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Program: Programming

A tank for the job of a bike (AKA what not to do when coding)

This post is about a spawn algorithm for the light berries in the game. But, in this post, I will be focusing on the things I did wrong, things that should NOT be done. I will mention why I did it, why I shouldn’t have, and what I could have done.
What happened with this algorithm is similar to this: to do the job of a bike, I tried to build a tank. And to build a tank, I started by […]

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Program: Programming

Wave spawing

Hello! I Am Christofer Mattsson the lead coder in team Leviathan. We are now under ten weeks working on a game called Draxl’s journey.
We are now in the end of the fifth week of production and the our game is now in a alpha stage but soon in a beta stage.
This week:
This week I have mostly worked on a single script and that being a wave spawning script. The biggest thing we don’t have in our game yet is […]

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Program: Programming

Wave spawing

Hello! I Am Christofer Mattsson the lead coder in team Leviathan. We are now under ten weeks working on a game called Draxl’s journey.
We are now in the end of the fifth week of production and the our game is now in a alpha stage but soon in a beta stage.
This week:
This week I have mostly worked on a single script and that being a wave spawning script. The biggest thing we don’t have in our game yet is […]

/ Comments Off on Wave spawing
Program: Programming

Improving the light conditions (Light Plant, part 2)

As I talked about in my latest post, the Light plant is one of the Enemies/Puzzle mechanics in our game. It’s projectiles provide light, but are also dangerous to the player on touch, so they have to be avoided.
This week, I’ve added two new behaviours to the plant, “angry” and “activation”. These two are the main mechanics that this plant will have to create interesting puzzles.
The angry behaviour
When the player hits the plant with a projectile, the plant will mark […]

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Program: Programming

Improving the light conditions (Light Plant, part 2)

As I talked about in my latest post, the Light plant is one of the Enemies/Puzzle mechanics in our game. It’s projectiles provide light, but are also dangerous to the player on touch, so they have to be avoided.
This week, I’ve added two new behaviours to the plant, “angry” and “activation”. These two are the main mechanics that this plant will have to create interesting puzzles.
The angry behaviour
When the player hits the plant with a projectile, the plant will mark […]

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Program: Programming

Troubles with flamethrowers :S

Hello blog people! This week I have been working on a flamethrower spell/power-up for our game. It is one of 4 power-ups the player will get to choose at a point in the game to customize the witch to their style of gameplay. The other power-ups we have planned at this point are: Fire shield, Empowered teleport and Empowered shooting. Hopefully we will also have variations for each of these that you can pick to make the game more interesting […]

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Program: Programming

Troubles with flamethrowers :S

Hello blog people! This week I have been working on a flamethrower spell/power-up for our game. It is one of 4 power-ups the player will get to choose at a point in the game to customize the witch to their style of gameplay. The other power-ups we have planned at this point are: Fire shield, Empowered teleport and Empowered shooting. Hopefully we will also have variations for each of these that you can pick to make the game more interesting […]

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Program: Programming

Menus

This week I have been doing some different things to clean up our game. Adding things for convenience like a pause menu and a control window to explain the inputs to the player.

The reason I wanted to add a pause menu is so that if someone is playing and they have to leave the game for a short time they do not have to quit the game and loose the high score that they are working on. I also deiced […]

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Program: Game Design

Menus

This week I have been doing some different things to clean up our game. Adding things for convenience like a pause menu and a control window to explain the inputs to the player.

The reason I wanted to add a pause menu is so that if someone is playing and they have to leave the game for a short time they do not have to quit the game and loose the high score that they are working on. I also deiced […]

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Program: Game Design

My Third Game Design Blog Post – Flipping the objects.

Hello again, on this Thursday I will write about different ways to flip characters in the engine as well as flipping of other non-character objects. Flipping that I am talking about right now is making the sprite(picture) of the chosen game object rotate itself to face other direction. Like on those two pictures below.

(The Player is facing right, not flipped.)

(The Player is facing left, flipped.)
Flipping itself can be done on any sprite in the Unity engine, in our game we […]

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Program: Programming

My Third Game Design Blog Post – Flipping the objects.

Hello again, on this Thursday I will write about different ways to flip characters in the engine as well as flipping of other non-character objects. Flipping that I am talking about right now is making the sprite(picture) of the chosen game object rotate itself to face other direction. Like on those two pictures below.

(The Player is facing right, not flipped.)

(The Player is facing left, flipped.)
Flipping itself can be done on any sprite in the Unity engine, in our game we […]

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Program: Programming

Drawing level assets

Hello!
The Beta is approaching rapidly, and our game is staring to take shape. However, there is still a lot of work to be done. We are currently in a phase of our game production were the graphical aspects must catch up to the rest of the project. The visuals are not yet where we would like them to be, and a lot of our graphics is currently just placeholders.
That is why I choose to take on some of the graphics […]

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Drawing level assets

Hello!
The Beta is approaching rapidly, and our game is staring to take shape. However, there is still a lot of work to be done. We are currently in a phase of our game production were the graphical aspects must catch up to the rest of the project. The visuals are not yet where we would like them to be, and a lot of our graphics is currently just placeholders.
That is why I choose to take on some of the graphics […]

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Mean Worm Enemy

 
This week I’ve worked on implementing a new enemy type to our game. The original idea was that it would look like a worm, but it ended up looking like a mean snake of some sort with very sharp teeth.
 
It was already planned early on that we would have more types of enemies in order to bring more variation to the gameplay while exploring. And this one, in particular, was to add a bit of a surprise element to our game.
The design […]

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Program: Programming

Mean Worm Enemy

 
This week I’ve worked on implementing a new enemy type to our game. The original idea was that it would look like a worm, but it ended up looking like a mean snake of some sort with very sharp teeth.
 
It was already planned early on that we would have more types of enemies in order to bring more variation to the gameplay while exploring. And this one, in particular, was to add a bit of a surprise element to our game.
The design […]

/ Comments Off on Mean Worm Enemy
Program: Programming

Third Post, Fish Game

Hi again. I am the designer in team shadhavar. Today I will be talking about the level design we went with in our game.
Based on the concept document we had chosen the game needed to be restricted to one screen. I personally felt that having a level simply be based on what enemies would spawn was too little level design, therefore I opted for some kind of obstacles to be present. The obstacles purpose would be so that the player […]

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Program: Game Design

Third Post, Fish Game

Hi again. I am the designer in team shadhavar. Today I will be talking about the level design we went with in our game.
Based on the concept document we had chosen the game needed to be restricted to one screen. I personally felt that having a level simply be based on what enemies would spawn was too little level design, therefore I opted for some kind of obstacles to be present. The obstacles purpose would be so that the player […]

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Program: Game Design

HUD

This artifact was done during the previous week of production, but I want to write a bit about it. The task I did was implementinting a HUD in our game. What I have implemented so far is a health indicator, in a traditional style with hearts representing health, and an indicator for the teleport charge/cooldown and whether the power-up is active. Below we can see the two HUD elements in action.

As we can see the hearts get dimmed when the […]

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Program: Programming

HUD

This artifact was done during the previous week of production, but I want to write a bit about it. The task I did was implementinting a HUD in our game. What I have implemented so far is a health indicator, in a traditional style with hearts representing health, and an indicator for the teleport charge/cooldown and whether the power-up is active. Below we can see the two HUD elements in action.

As we can see the hearts get dimmed when the […]

/ Comments Off on HUD
Program: Programming