Browsing 'Programming': Posts from Game Design and Programming
A new fresh look!
As of December 2018 this page has received a fresh new look.
The layout has been changed to allow for better categorization of pages and a new “Previous Projects” page has been added to allow for better archiving of previous projects and to act as a sort of portfolio.
As of right now it is uncertain whether new posts will be made since I am unsure what to post about, but this may change in the future.
A new fresh look!
As of December 2018 this page has received a fresh new look.
The layout has been changed to allow for better categorization of pages and a new “Previous Projects” page has been added to allow for better archiving of previous projects and to act as a sort of portfolio.
As of right now it is uncertain whether new posts will be made since I am unsure what to post about, but this may change in the future.
Feedback 2
Hey Jad,
First off, nice post 🙂 It’s always fun to see how people solve different problems they face while making their games. I can’t help but pretty much agree with noirjesus, the post was well written and informative. However, when it comes to the clearness I did have one thing that I couldn’t really wrap my head around. In the section where you talk about using the Vector3 values for determining the spawn positions you mention that the Y value […]
Feedback 2
Hey Jad,
First off, nice post 🙂 It’s always fun to see how people solve different problems they face while making their games. I can’t help but pretty much agree with noirjesus, the post was well written and informative. However, when it comes to the clearness I did have one thing that I couldn’t really wrap my head around. In the section where you talk about using the Vector3 values for determining the spawn positions you mention that the Y value […]
Feedback 3
Hi Emelie,
Great article, nicely structured 🙂 Hearing about your previous experience while working without scrum versus what it’s like now when implementing it was quite interesting. But what really brought the post together was the fact that you also made sure to give a brief description of the basic concept of scrum so that anyone whom might stumble past your blog would still be able to understand what it’s all about.
Feedback 3
Hi Emelie,
Great article, nicely structured 🙂 Hearing about your previous experience while working without scrum versus what it’s like now when implementing it was quite interesting. But what really brought the post together was the fact that you also made sure to give a brief description of the basic concept of scrum so that anyone whom might stumble past your blog would still be able to understand what it’s all about.
Feedback 6
Hi Edin,
I’m glad to hear that you’ve had such a great team and I really think you guys should be proud of what you produced. I had the opportunity to try it out, and quite enjoyed it 😀
When it comes to your post though I do have some gripes with it. First off I feel like it might have been nice if you included some type of description of what the project you are concluding actually is.
Feedback 6
Hi Edin,
I’m glad to hear that you’ve had such a great team and I really think you guys should be proud of what you produced. I had the opportunity to try it out, and quite enjoyed it 😀
When it comes to your post though I do have some gripes with it. First off I feel like it might have been nice if you included some type of description of what the project you are concluding actually is.
Feedback 5
Hey Jan,
I couldn’t agree more with what you are saying here. We’ve definitely had similar problems in our group. I was even finishing up our build during the start of a playtest at one point (not something I would recommend 😛 ). So what you bring up is absolutely something I think a lot of people just starting off with game design could learn a bunch from.
The only part I can really critique with your post is perhaps your use […]
Feedback 5
Hey Jan,
I couldn’t agree more with what you are saying here. We’ve definitely had similar problems in our group. I was even finishing up our build during the start of a playtest at one point (not something I would recommend 😛 ). So what you bring up is absolutely something I think a lot of people just starting off with game design could learn a bunch from.
The only part I can really critique with your post is perhaps your use […]
Feedback 4
Heya Fredrik,
Well done on the post 😉 I really liked the use of gifs to easily give an overview of the features you’re talking about. Otherwise I think it would have been hard to visualize the avoidance behavior (or should I say beehavior :P). The game is also looking great btw, I really like the fluidity in the bees’ movement. But when it comes to the movement I do have one question.
Feedback 4
Heya Fredrik,
Well done on the post 😉 I really liked the use of gifs to easily give an overview of the features you’re talking about. Otherwise I think it would have been hard to visualize the avoidance behavior (or should I say beehavior :P). The game is also looking great btw, I really like the fluidity in the bees’ movement. But when it comes to the movement I do have one question.
Umibozu: a post mortem
Context
For a course, I worked a few weeks on a simple shoot them up game prototype in which you played a sailor lost in a haunted and misty sea, trying to navigate the dangerous reefs and avoid the attacks of the creature dwelling under the water.
We had to design the protoptype from a concept document that outlined the core mechanics of the game and its general structure. We allowed ourselves several changes from the original concept document. We change the […]
Umibozu: a post mortem
Context
For a course, I worked a few weeks on a simple shoot them up game prototype in which you played a sailor lost in a haunted and misty sea, trying to navigate the dangerous reefs and avoid the attacks of the creature dwelling under the water.
We had to design the protoptype from a concept document that outlined the core mechanics of the game and its general structure. We allowed ourselves several changes from the original concept document. We change the […]
Comments
https://lovliegamedesign.wordpress.com/2018/02/07/spawning-errors/
Hello Fredrik, your friendly neighborhood Fredrik here.
So if I got this correctly, you have one prefab for each spawnable, and some of theses prefabs are in turn collections of other prefabs, parented to a ghost object? Makes sense and is pretty neat, though there is an improvement for the interface. First though, your explanation that you made a ”separate script to create formations based on the position relative to the center of the formation” is unclear. If the […]
Comments
https://lovliegamedesign.wordpress.com/2018/02/07/spawning-errors/
Hello Fredrik, your friendly neighborhood Fredrik here.
So if I got this correctly, you have one prefab for each spawnable, and some of theses prefabs are in turn collections of other prefabs, parented to a ghost object? Makes sense and is pretty neat, though there is an improvement for the interface. First though, your explanation that you made a ”separate script to create formations based on the position relative to the center of the formation” is unclear. If the […]
Post Mortem
And we’re done! Well technically we we’re done several months ago, but it’s nice to revisit this project at its end. I’m overall happy with my contribution to Aetherial as a coder. As a game designer however I have some reservations.
The code works, there are no major bugs and there is a clear and working way from the start to the end. The game is full of devices and artifacts I am quite proud of, such as the updated transition […]
Post Mortem
And we’re done! Well technically we we’re done several months ago, but it’s nice to revisit this project at its end. I’m overall happy with my contribution to Aetherial as a coder. As a game designer however I have some reservations.
The code works, there are no major bugs and there is a clear and working way from the start to the end. The game is full of devices and artifacts I am quite proud of, such as the updated transition […]
Playtesting
At both playtests we put up two computers playing the game, each accompanied by an extra computer with a google survey on it and an observer from the group taking notes on what and how the player was doing. Anna(game design) had written a quite extensive observation sheet listing all the things to look out for in the player. Somehow though we all just started writing down our thoughts, observations and informal interviews with players on the back of the […]
Playtesting
At both playtests we put up two computers playing the game, each accompanied by an extra computer with a google survey on it and an observer from the group taking notes on what and how the player was doing. Anna(game design) had written a quite extensive observation sheet listing all the things to look out for in the player. Somehow though we all just started writing down our thoughts, observations and informal interviews with players on the back of the […]
Playtesting: a fresh pair of eyes
Context
Unfortunately, our group did not benefit too much from play test. We were late on development for the first one(but did have a bare bone prototype to show), and a large bug prevented us from showing anything worthwhile during the second one. But, we did have some people try it during the beta once the game was stable.
Motion sickness
In our initial prototype, the player was always pointing up on the screen, and rotation would result in the camera rotating to […]
Playtesting: a fresh pair of eyes
Context
Unfortunately, our group did not benefit too much from play test. We were late on development for the first one(but did have a bare bone prototype to show), and a large bug prevented us from showing anything worthwhile during the second one. But, we did have some people try it during the beta once the game was stable.
Motion sickness
In our initial prototype, the player was always pointing up on the screen, and rotation would result in the camera rotating to […]
Jungle Jive
As part of the “Arcade Game” course at Uppsala University, me and my team, Dyonisos Games, made Jungle Jive. The purpose of the course was to create a game using a special input method of our choice. After a bit of iteration, we chose to create a dancing game in which two players would use dolls to control their avatar on screen, instead of dancing themselves.
Here’s the trailer for the game :
We had about ten weeks to create the game, […]
Jungle Jive
As part of the “Arcade Game” course at Uppsala University, me and my team, Dyonisos Games, made Jungle Jive. The purpose of the course was to create a game using a special input method of our choice. After a bit of iteration, we chose to create a dancing game in which two players would use dolls to control their avatar on screen, instead of dancing themselves.
Here’s the trailer for the game :
We had about ten weeks to create the game, […]