Browsing 'Game Design': Posts from either of the Game Design programs
Procedurally Generated “Runner” Game
This game was created on my free time to better understand GameMaker : Studio.
I used assets gathered on opengameart.org. The player sprite was created by user “Zack Alvarado”, the platforms, by user “E-norm”, and the placeholder background, by user “ansimuz”.
The player has to jump from platform to platform to stay alive to get the best score they can.
Procedurally Generated “Runner” Game
This game was created on my free time to better understand GameMaker : Studio.
I used assets gathered on opengameart.org. The player sprite was created by user “Zack Alvarado”, the platforms, by user “E-norm”, and the placeholder background, by user “ansimuz”.
The player has to jump from platform to platform to stay alive to get the best score they can.
Go Game
This game was made as a project for the last year of my “gymnase” studies. It features a Goban which applies the rules of Go (except the “Ko” and “No Suicide” rules).
At the start of the game, the Goban’s dimensions are 19 x 19. The players may choose to play in a smaller Goban by inputting the dimension they wish in the box on top of the Goban. If the players choose dimensions which are smaller than 5, as is […]
Go Game
This game was made as a project for the last year of my “gymnase” studies. It features a Goban which applies the rules of Go (except the “Ko” and “No Suicide” rules).
At the start of the game, the Goban’s dimensions are 19 x 19. The players may choose to play in a smaller Goban by inputting the dimension they wish in the box on top of the Goban. If the players choose dimensions which are smaller than 5, as is […]
Level Design
I have for some time now been working on a level design document for the shoot em up game that my team and I have picked for this project.
As I do not myself have any real knowledge about coding something like this or how to make a good level or a good level design document at all. I started by just thinking about how other games start a level and how they introduce different types of enemies and power-ups in […]
Level Design
I have for some time now been working on a level design document for the shoot em up game that my team and I have picked for this project.
As I do not myself have any real knowledge about coding something like this or how to make a good level or a good level design document at all. I started by just thinking about how other games start a level and how they introduce different types of enemies and power-ups in […]
First Week of Production
As I am writing I am just hours away from the first Sprint review meeting, meaning this week will “end”. It’s been a stressful week with loads to do. I must admit though, that I failed as a designer.
We are working with a agile game developing method, scrum, and already from the first meeting my whole team was confused about what that actually meant. Even I that had some lesson in it and had read about it was confused, so […]
First Week of Production
As I am writing I am just hours away from the first Sprint review meeting, meaning this week will “end”. It’s been a stressful week with loads to do. I must admit though, that I failed as a designer.
We are working with a agile game developing method, scrum, and already from the first meeting my whole team was confused about what that actually meant. Even I that had some lesson in it and had read about it was confused, so […]
WIP 3 – ZBrush Assignment 4
Today, I have finished working on the topology of the two sculpts and this is how they look. I wish I had more time to make them better.
WIP 3 – ZBrush Assignment 4
Today, I have finished working on the topology of the two sculpts and this is how they look. I wish I had more time to make them better.
WIP2 – ZBrush Assignment 4
Today, I have worked with the topology on the Jim Broadbent-sculpt. I did not like the result ZRemesher gave me, so have been editing the topology manually. I am not satisfied with the result, but it is better than before, however. I will work more on it if there is time. The old topology is to the left, and the new to the right.
WIP2 – ZBrush Assignment 4
Today, I have worked with the topology on the Jim Broadbent-sculpt. I did not like the result ZRemesher gave me, so have been editing the topology manually. I am not satisfied with the result, but it is better than before, however. I will work more on it if there is time. The old topology is to the left, and the new to the right.
WIP – ZBrush Assignment 4
Yesterday, I started the final assignment of the ZBrush course I’m taking. It is about improving the topology of the models. I started with the sculpt of myself. I think that ZRemesher did a bad job handling this, so I have to manually create the topology I’m looking for. The image shows the old topology to the left and the new topology after using ZRemesher to the right.
WIP – ZBrush Assignment 4
Yesterday, I started the final assignment of the ZBrush course I’m taking. It is about improving the topology of the models. I started with the sculpt of myself. I think that ZRemesher did a bad job handling this, so I have to manually create the topology I’m looking for. The image shows the old topology to the left and the new topology after using ZRemesher to the right.
Dagger Concepts
Since I already finished my sword, I was advised not to spend more time on it just because, but rather spend the final weeks of the Brushforge class applying what I have learnt on a new weapon. Since repetition is key to learning, I started concepting a dagger.
I went through the journey of coming up with a story, developing it with the help from some feedback, sketching, self doubt, sketching some more, wondering how others manage to create such […]
Dagger Concepts
Since I already finished my sword, I was advised not to spend more time on it just because, but rather spend the final weeks of the Brushforge class applying what I have learnt on a new weapon. Since repetition is key to learning, I started concepting a dagger.
I went through the journey of coming up with a story, developing it with the help from some feedback, sketching, self doubt, sketching some more, wondering how others manage to create such […]
Tower Defence – Path Finding
Tower Defence – Path Finding
Introduction
My tower defence implementation doesn’t need path finding, since the map will be static.
However there are two reasons I have spent the past few days learning about the topic:
I have hardly any knowledge about the subject, specially not implementation details.
It’s a very common mechanic in games, knowing the basics feels important.
A*
When reading about path finding and 2D games, the A* (pronounced A start) algorithm was by far the most mentioned approach.
The more I read the clearer […]
Tower Defence – Path Finding
Tower Defence – Path Finding
Introduction
My tower defence implementation doesn’t need path finding, since the map will be static.
However there are two reasons I have spent the past few days learning about the topic:
I have hardly any knowledge about the subject, specially not implementation details.
It’s a very common mechanic in games, knowing the basics feels important.
A*
When reading about path finding and 2D games, the A* (pronounced A start) algorithm was by far the most mentioned approach.
The more I read the clearer […]
Self Help App: ALPHA and BETA build
Hello! It’s been quite a while since I last wrote (more than a month… shame on me) and a lot has happened since.
I mentioned last time that I was close to finishing an ALPHA version of my self help app, which I did! I should have posted about that here, but I completely forgot. If you’re interested, you can find the build and the survey to go with it over here.
However! Since it’s been a while since I finished […]
Self Help App: ALPHA and BETA build
Hello! It’s been quite a while since I last wrote (more than a month… shame on me) and a lot has happened since.
I mentioned last time that I was close to finishing an ALPHA version of my self help app, which I did! I should have posted about that here, but I completely forgot. If you’re interested, you can find the build and the survey to go with it over here.
However! Since it’s been a while since I finished […]
The Adamite engine, first groundwork and laying out future plans
This blog is here to document my thoughts and my progress on projects I’m making. The first such project is creating an engine for the course “game programming in 2D”, which I’m currently doing at the GAME education on Uppsala University, campus Gotland.
In the course we’ll be using C++ and SDL2 to create a game engine. I’ve chosen to not follow our course director Jerry’s design, which uses raw-pointers and new-delete architecture. Instead I’ve decided to keep to what we’ve […]
The Adamite engine, first groundwork and laying out future plans
This blog is here to document my thoughts and my progress on projects I’m making. The first such project is creating an engine for the course “game programming in 2D”, which I’m currently doing at the GAME education on Uppsala University, campus Gotland.
In the course we’ll be using C++ and SDL2 to create a game engine. I’ve chosen to not follow our course director Jerry’s design, which uses raw-pointers and new-delete architecture. Instead I’ve decided to keep to what we’ve […]